Christoph Oelckers
2094b6420f
- use local screen size variables in automap code.
2021-02-27 12:30:20 +01:00
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Mitchell Richters
4589f6f26d
Merge remote-tracking branch 'public/chasecam_unification'
2021-02-25 20:33:36 +11:00
Rachael Alexanderson
4c0591a25b
- port over -noautoexec
that I did from GZDoom
2021-02-21 11:12:19 -05:00
Mitchell Richters
cff97c9cf3
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
...
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
...
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Christoph Oelckers
5b6aa372ea
- fixed autoaim check and adjusted presentation in the menu to be correct for all games.
...
Fixes #264
2021-02-06 10:56:11 +01:00
Christoph Oelckers
8ffda1c9d1
- Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
...
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
7b72fccfa2
- fixed hires replacement code not to destroy the intended translation in case there is no replacement.
2021-01-29 13:08:26 +01:00
Christoph Oelckers
52ba0461bc
- fixed hires lookup for tiles using special palettes.
...
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Christoph Oelckers
26c5d5aa32
- SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
...
This case needs different offsets.
2021-01-27 23:53:26 +01:00
Christoph Oelckers
981a2c7e5c
- Exhumed: restored old static switch array.
...
There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00
Mitchell Richters
7fcf1c94a1
- Exhumed: Minor fixes to panning code.
...
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e
that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e
and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
d32dcd5f8e
- Exhumed: Fix player panning when walking up/down steps while horizon is 0.
2021-01-05 11:01:41 +11:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
aae175f287
- Replace divscale##()
calls with MulScale()
from common.
...
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c
- Replace dmulscale##()
calls with DMulScale()
from common.
...
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Christoph Oelckers
0f3da7194a
- actually compile the game code as larger units and integrate them in the main project.
...
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Christoph Oelckers
e866a9e0c0
- moved setsectinterpolate/clearsectinterpolate into the backend.
2021-01-04 10:37:14 +01:00
Mitchell Richters
be12da6bfb
- Automap: Put in framework to interpolate automap player.
2021-01-02 18:23:01 +11:00
Mitchell Richters
25eaeff0db
- Wrap all g_gameType & GAMEFLAG_BLOOD
checks into isBlood()
inline.
2021-01-02 14:46:58 +11:00
Mitchell Richters
532d128afd
- Blood: Migrate game's slopetilting code to calcviewpitch()
.
2021-01-02 14:40:35 +11:00
Mitchell Richters
4397646cc4
- Duke: Move cancellation of spin from FinalizeInput()
into applylook()
in gameinput.cpp.
2021-01-02 10:26:22 +11:00
Mitchell Richters
4aae71f0ee
- InputState::ClearAllInput(): Call resetTurnHeldAmt()
when clearing input.
2021-01-02 10:00:29 +11:00
Mitchell Richters
36c25ee2a0
- gameinput.cpp: Break out processMovement()
's turnheldamt calculations into functions.
2021-01-02 09:53:03 +11:00
Mitchell Richters
3a801cbf5c
- calcviewpitch(): Set scaleAdjust
to default to 1 in prototype like other functions in gameinput.cpp.
2021-01-02 09:32:19 +11:00
Mitchell Richters
dac08a2cb9
- calcviewpitch(): Fix issue with returning horizoff
to 0 from negative slope.
2021-01-02 01:15:58 +11:00
Mitchell Richters
8003753989
- Duke/SW: Move each game's check of cl_slopetilting
into calcviewpitch()
backend function.
2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006
- Duke/SW: Consolidate each game's slopetilting function into backend solution.
...
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
5c87b7b894
- Return to center using tangent of pitch, as per original games (Duke/SW).
...
* Preserves the original return to center feel more accurately as original algorithm can't directly translate to pitch. If we ever get rid of Build's horizon throughout the games, this can go on the chopping block then as a necessity.
2020-12-30 18:04:00 +11:00
Rachael Alexanderson
38faefa663
- set some install defaults for posix systems
2020-12-27 05:28:47 -05:00
Christoph Oelckers
fdd9c10a55
- fixed: the statistics display didn't take the HUD's scale factor into account.
...
Fixes #229
2020-12-10 19:20:24 +01:00
Christoph Oelckers
8d659bad32
- fixed V5/V6 format map loader.
2020-12-06 20:17:27 +01:00
Christoph Oelckers
c92aaaee20
- This is version 0.8.0
...
Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Christoph Oelckers
d04013066c
- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
...
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
92a72cef8b
- Blood: only trigger a secret if the hint system hasn't registered it.
...
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Christoph Oelckers
5850c7b284
- let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput.
2020-11-30 23:45:21 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Mitchell Richters
22f7fc93f4
- Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol.
2020-12-01 07:31:47 +11:00
Christoph Oelckers
ed8266df0b
- fixed bad args check in WarpToCoords CCMD.
2020-11-29 16:06:15 +01:00
Christoph Oelckers
cd1b79a703
- use stricter checks when trying to levelwarp.
...
If saving is blocked, so should changing the level.
Fixes #204 .
2020-11-29 15:22:54 +01:00
Christoph Oelckers
a34f5debe8
- route the shared control CCMDs through the game interface instead of registering local variants for each game.
2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233
- cleanup on player CVAR use.
2020-11-29 13:22:04 +01:00
Christoph Oelckers
82a0e95485
- made the new interpolation system work in Blood.
...
The panning interpolations need wraparuound handling due to their small value range.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
2cd3927613
- use floats for wall panning offsets.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
357199ecc1
- cross-game, serialization-friendly and pointer free interpolation implementation.
...
Not hooked up yet.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9
- make sector panning variables floats and added some convenience wrappers.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
82d80f3f07
- Blood: handle super secrets properly in the statistics display.
...
Fixes #198
2020-11-26 07:48:34 +01:00
Mitchell Richters
80ff918b17
- gameinput.h: For PlayerAngle struct methods settarget()
, properly set target as angle + delta between angle & target within method and not game-side.
2020-11-26 17:26:29 +11:00
Mitchell Richters
e9e4590f6a
- gameinput.h: For PlayerHorizon and PlayerAngle struct methods settarget()
, always set the angle directly if backup set to true.
2020-11-26 16:42:07 +11:00
Mitchell Richters
b9e1cbb5de
- gamecontrol.h: Move getHalfLookAng()
into PlayerAngle
struct as look_anghalf()
.
...
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
5a5f9b8e02
- backend update from GZDoom.
2020-11-23 15:54:06 +01:00
Christoph Oelckers
fde6407266
- removed the local duplication of the player name in Blood.
...
Using the global CVAR instead - once multiplayer support is in this will work for all players.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
169d708547
- removed all remaining uses of tilesiz.
2020-11-23 08:55:02 +01:00
Mitchell Richters
3f14886830
- binaryangle.h: Return BAngToBAM()
as int64_t
to handle signed values without overflowing on unsigned values.
2020-11-23 10:49:47 +11:00
Mitchell Richters
89048c8e70
- binaryangle.h: Use cmath.h functions for binangle
/lookangle
trig methods as well.
2020-11-23 08:40:18 +11:00
Christoph Oelckers
b89cd6d14c
- cleanup on binaryangle.h
...
* why the reference parameters? These should be passed by value.
* removed the < and > operators from binangle class because angles should not be ordered.
* instead of calling the CRT trig functions, use the ones from cmath.h which are more reliable
2020-11-22 21:54:39 +01:00
Mitchell Richters
5ba2e7863d
- binaryangle.h: Add asbuildf()
method to all classes and use where appropriate.
2020-11-22 21:18:12 +01:00
Mitchell Richters
e57d6f8785
- Duke: Fix crane's angle settarget()
call.
...
* Fixes #185 .
2020-11-22 21:18:12 +01:00
Mitchell Richters
c42771228d
- binaryangle.h: Reverse order of binangle
and lookangle
classes and declare binangle
class a friend of lookangle
.
...
* In-prep for addressing #185 .
2020-11-22 21:18:11 +01:00
Mitchell Richters
3b3e926fd3
- gameinput.h: For PlayerAngle
struct, add int settarget()
overload and change one true call with a float to bvectangf()
.
2020-11-22 21:18:11 +01:00
Mitchell Richters
2341ed4e25
- gameinput.h: For PlayerAngle
struct, add extra addadjustment()
overloads to remove type conversions game-side, and when incoming.
2020-11-22 21:18:11 +01:00
Mitchell Richters
35845a63e2
- binaryangle.h: Expand all classes with bit-shift operators and binangle
/lookangle
classes with some lt/le/ge/gt bools to have parity with the fixedhoriz
class.
2020-11-22 21:18:11 +01:00
Mitchell Richters
42689e02c4
- gameinput.cpp: Define getincanglebam()
and slightly clean up other getincangle*() functions.
2020-11-22 21:18:11 +01:00
Mitchell Richters
d6d74c2712
- buildutils: Replace sintable[]
use within core with bsin()
/bcos()
.
2020-11-22 21:18:02 +01:00
Mitchell Richters
32a1796728
- buildutils: Replace sintable[]
use within Build with bsin()
/bcos()
, using bsinf()
/bcosf()
where appropriate.
...
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Mitchell Richters
85bb248309
- binaryangle.h: Extend file with sine/cosine inline helper functions.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
921a7a7166
- RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash.
...
Fixes #189 .
2020-11-22 18:46:20 +01:00
Christoph Oelckers
dced173cda
- JSON serializer for actor.
...
Also cleaned up use of gAffectedSectors and gAffectedXWalls. These are merely needed as local worker variables, not as global persistent status.
2020-11-22 12:48:42 +01:00
Mitchell Richters
d7c4e5e59f
- searchpaths.cpp: Add registry detection for Powerslave/Exhumed from GOG.
...
* Fixes #191 .
2020-11-22 22:23:01 +11:00
Christoph Oelckers
b2a7a0635b
- Blood: JSON serializer for triggers
...
Also renaming members of struct BUSY.
2020-11-21 20:25:06 +01:00
Christoph Oelckers
7945242fa8
- removed some redundant utility functions.
2020-11-21 18:13:10 +01:00
Christoph Oelckers
4aa06ff702
- use a static table for SEQ callbacks.
...
This ensures that callback indices are consistent. Runtime registration as performed by NBlood has undefined order and will make savegames non-transferrable.
2020-11-21 16:34:32 +01:00
Christoph Oelckers
1535182577
- simplified the event management further and added a JSON serializer for it.
2020-11-21 15:09:38 +01:00
Christoph Oelckers
5f54eac297
- made palette loader part of the game interface.
...
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
36479b623d
- re-fixed crosshair scale to only use one CVAR for everything.
2020-11-13 17:56:55 +01:00
sinisterseed
913239ee5d
- minor adjustment to the level stats widget.
...
Since the widget was right on top of the status bar, the shadows behind it were slightly bleeding into it.
2020-11-13 17:12:01 +02:00
Christoph Oelckers
483e0b6574
- fixed voxel rendering in palette emulation mode.
...
The recent changes for replacing fonts with hires versions made the paletted handling kick in, although the voxel textures are not suitable for that.
Fixes #178
2020-11-12 19:26:16 +01:00
Mitchell Richters
735d89bfb6
- SW: Ensure save code backs up crouch_toggle
and player's current input.
...
* Fixes #166 .
2020-11-12 23:31:32 +11:00
Christoph Oelckers
2ee18b3a11
- fixed voxel rendering.
2020-11-11 20:31:27 +01:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
...
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
85edf38eba
- do not grayscale all hires tinting.
2020-11-11 07:57:25 +01:00
Christoph Oelckers
e2b6ebec91
- partially fixed colorization for hires replacements.
2020-11-10 23:59:04 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
8ac6a4d321
- removed redundant declaration of PickTexture.
2020-11-10 20:30:37 +01:00
Christoph Oelckers
873f4d7c0c
- link hires replacements to textures instead of tile numbers.
...
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e
- moved widthBits and heightBits into engine.
...
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
61b42ea448
- fixed font color in SW's menus
...
fixes #165
2020-11-09 16:56:59 +01:00
Christoph Oelckers
aed8a450fd
- SW: fixed episode menu display.
...
The subtitle needs to use the game specific drawer, not the generic one.
Fixes #162
2020-11-08 10:12:12 +01:00
Mitchell Richters
8178d20f97
- c_notifybuffer.cpp: Center and pulse text for all RR games in DrawNative()
.
...
* Fixes #163 .
2020-11-08 10:39:45 +11:00
Mitchell Richters
f9f365a593
- Ensure crouch_toggle
bool from 6e3d414b3c
is serialised when saving game, and cleared when InputState::ClearAllInput()
is called.
2020-11-08 07:30:48 +11:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
a153ebab7e
- SW: Migrate crouch toggling to backend solution implemented in 4ef0d20e0e
.
2020-11-07 17:53:11 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
c9708a5464
- CONTROL_GetInput()
: Reverse polarity of dx/dz and update processMovement()
appropriately.
2020-11-07 09:56:57 +11:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
...
# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
3b7ce26c86
- final function moves and renamed hud_scale to hud_scalefactor.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
0270dcd5f6
- cleaned up leftovers.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
37024df405
- Status bar draw code is now identical with GZDoom's.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
3a0c84d3ca
- split statusbar.cpp in two.
...
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
c53653106e
- fixed compilation.
2020-10-31 12:46:53 +01:00
Christoph Oelckers
e5ce1da9a3
- this is 0.7.3.
2020-10-31 12:41:17 +01:00
Christoph Oelckers
74df8f55da
- moved c_console.cpp to 'common'.
2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
...
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
570897005c
- added sound playback to the Smacker video player.
...
Thanks to Blood's weird setup and the resulting lack of sound support in NBlood's player I never realized that this is a fully featured movie format that actually has sound support.
Now the soundtrack will play if present.
2020-10-25 00:46:39 +02:00
Christoph Oelckers
aeda977bc2
- fixed incomplete font initialization.
2020-10-24 21:02:00 +02:00
Christoph Oelckers
f02cf7e067
- fixed issues with fog setup and added missing fog to Exhumed's red palette.
...
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
8868be659f
- make snd_speech toggle work in SW.
2020-10-23 22:53:02 +02:00
Christoph Oelckers
e702a13ef4
- close the quickload and quicksave confirmation screens after selection.
...
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters
c98f7ac491
- gameinput.cpp: Don't set a target when serialising PlayerHorizon
struct.
...
* Fixes #131 .
2020-10-22 09:41:21 +11:00
Christoph Oelckers
699c32ff4a
- fixed quicksave setup
...
Fixes #133
2020-10-20 23:34:30 +02:00
Mitchell Richters
a00da23654
- searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
...
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Mitchell Richters
ff9c7bf0bb
- binaryangle.h: Create osum()
for PlayerHorizon
and PlayerAngle
structs and use within each struct's interpolatedsum()
method.
...
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511
- binaryangle.h: Add missed line from 4e07942cff
to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom...
2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff
- binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
...
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947
.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947
- binaryangle.h: Fix issues with PlayerAngle.settarget()
following changes in bf5bd01164
.
...
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Christoph Oelckers
c2828fe2e3
fixed undefined end of list behavior of iterators
...
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Mitchell Richters
a9ad043c36
- Partially resolve issues loading autoexec.cfg files.
...
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters
6385539144
- Port over i_timescale
CVAR from GZDoom for use with debugging.
...
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00
Christoph Oelckers
eb78b88598
- all Blood stat iterators ported.
2020-10-15 20:22:39 +02:00
Mitchell Richters
fb91fc49a3
- processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code.
2020-10-15 20:12:34 +11:00
Christoph Oelckers
25d79285a3
- added the resource file name to the listmaps printout.
2020-10-14 01:13:36 +02:00
Christoph Oelckers
c17808d789
- extended 'listmaps' by also printing the display name for the map.
2020-10-14 00:58:43 +02:00
Mitchell Richters
fcfeafdbe9
- mapinfo.cpp: Create CCMD listmaps
to return map filenames.
2020-10-14 09:38:37 +11:00
Christoph Oelckers
129aa864dd
- do not accept any input in the first 0.1 seconds of running a screen job.
...
This is to avoid accidental skipping by pending game input.
2020-10-13 23:36:27 +02:00
Christoph Oelckers
df86a11d23
- fixed palette of Exhumed's game over screen.
2020-10-13 23:29:12 +02:00
Christoph Oelckers
ef15ac8b6e
- fixed: For the episode and skill menu, autoselection for single entries did not work.
2020-10-13 22:16:43 +02:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
817fa8aba3
- save the entire engine state as JSON.
...
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
742917c6d7
- re-enabled the autoload-after-death function.
...
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Christoph Oelckers
86ad576675
- fixed lockup on Shareware screen when quitting Duke
...
Two errors: the menu wasn’t closed and the shareware check was inverted.
2020-10-12 08:07:51 +02:00
Mitchell Richters
a792f329ca
- binaryangle.h/PlayerAngle: Fix incorrect variable declaration on dang
within interpolatedsum()
method.
...
* Didn't seem to be causing an issue but better it be correct.
2020-10-12 16:28:05 +11:00
Mitchell Richters
bf5bd01164
- binaryangle.h/PlayerAngle: Make settarget()
method consistent with PlayerHorizon
class and fix incorrect variable declaration.
2020-10-12 14:51:53 +11:00
Christoph Oelckers
b4a011300a
- implemented proper delta serialization for sectors and walls.
2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319
- removed wallext because its only member 'blend' is not used by anything.
...
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115
- save sectors and walls as JSON
...
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
cb8d2eb94c
- added serializers for PlayerAngle and PlayerHorizon.
2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
fc82b3bc8a
- Duke: replaced the game type macros with inline functions.
2020-10-11 14:30:42 +02:00
Christoph Oelckers
8b8c6a5e3a
- fixed episode default.
2020-10-11 07:44:51 +02:00