Commit graph

3932 commits

Author SHA1 Message Date
alexey.lysiuk
1edb5fe8ae - moved showing of start window banner to proper location in Cocoa backend
Banner with the current game's name is not used yet but was displayed without any text
2020-02-02 13:55:59 +02:00
Christoph Oelckers
c9d7f21bf1 - fixed the config loader to read long line without messing up the data. 2020-02-02 11:49:36 +01:00
Christoph Oelckers
4d7a43004c - use the new SW interpolation function for all games. 2020-02-02 10:27:47 +01:00
Christoph Oelckers
f76d139207 - fixed SW's interpolation math. 2020-02-02 09:51:44 +01:00
Christoph Oelckers
a594ba32d4 - added assignment to an unused scratch variable to the InitActor*Noise functions.
They are used a state identifiers but identical content-wise so MSVC's linker would merge them all together into one if some code wasn't added to make them different.
A global check for the scratch variable was added in a harmless place to ensure that whole program optimization algorithms won't optimize it out anyway after discovering that the variable is never used.
2020-02-02 08:53:28 +01:00
Christoph Oelckers
c34d9da783 - properly define the BasePalette wrapper. 2020-02-02 07:58:05 +01:00
Christoph Oelckers
ae9ad6612c - fixed: Exhumed did not pause when the console was open. 2020-02-02 00:10:18 +01:00
Christoph Oelckers
0e1eeea037 - use the game palette directly for palette lookups.
The setup here is far too messy for having a copy in a better format - it can be changed in some non-obvious places.
2020-02-01 23:05:43 +01:00
Christoph Oelckers
5d55f768e0 - added autodetection for Cryptic Passage and Route 66 add-ons in their originally (messed up) form.
Cryptic Passage will also be detected in a Fresh Supply installation now.
2020-02-01 21:12:09 +01:00
alexey.lysiuk
0c2faae48b - fixed invalid context warnings with Cocoa backend
A bunch of 'CGContext<...>: invalid context 0x0' messages were printed to console during OpenGL view creation and resizing
2020-02-01 17:11:56 +02:00
alexey.lysiuk
55cfecbe2c - extended list of paths to Steam games 2020-02-01 17:09:13 +02:00
alexey.lysiuk
2dafa4555d - fixed accessing Steam games on Linux and macOS
Special $STEAM "environment variable" should not be expanded
2020-02-01 13:17:02 +01:00
Christoph Oelckers
1cce5d8de2 - fixed RR was still generating input events when the game was paused. 2020-02-01 13:07:58 +01:00
Christoph Oelckers
77ad7dfb81 - fixed incomplete savegame restoration from inside the game.
This now quits the game loop instead of trying to set up the loaded level from inside it.
2020-02-01 10:50:40 +01:00
Christoph Oelckers
ab3811bac0 - fixed: The 2D drawer must apply the render state before it finishes.
Otherwise the global state settings will not be reset.
2020-01-31 22:07:51 +01:00
Christoph Oelckers
4ea61f37fb - 0.3.3 2020-01-30 22:15:44 +01:00
Christoph Oelckers
eac1007c56 - automap color fix. 2020-01-30 22:05:18 +01:00
Christoph Oelckers
08a5c5ff4d - added support for loading eduke.con for DN3D mods.
This is EDuke32's standard so it needs to be handled for mods using this name.
2020-01-30 20:53:39 +01:00
Christoph Oelckers
4bf519dcb0 - fixed copy/pasted broken 'map' CCMD. 2020-01-30 20:25:52 +01:00
Christoph Oelckers
2334787f1b - reenabled the depth test for Polymost.
This was for debugging but accidentally left in.
2020-01-30 20:13:48 +01:00
Christoph Oelckers
cec7b006ca Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-29 22:06:48 +01:00
Christoph Oelckers
4aaf6c4cf6 - check for angular overflow in pitch calculations. 2020-01-29 21:52:17 +01:00
Christoph Oelckers
a0fa0560d4 - removed in_mousedeadzone CVAR. 2020-01-29 21:51:57 +01:00
Christoph Oelckers
68dc8d1812 - remove in_mousedeadzone, mirroring EDuke's removal of this. 2020-01-29 21:06:47 +01:00
terminx
8aee2f9489 Calculate game loop timing using fractional ticks
git-svn-id: https://svn.eduke32.com/eduke32@8572 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:36:55 +01:00
terminx
af816fdf00 This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
git-svn-id: https://svn.eduke32.com/eduke32@8568 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:35:34 +01:00
terminx
102c7a6293 Remove useless G_MoveLoop() function
git-svn-id: https://svn.eduke32.com/eduke32@8563 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/game.cpp
2020-01-29 19:22:40 +01:00
terminx
541c71902b ClockTicks maintenance
git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
0fcdf3c1af Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
git-svn-id: https://svn.eduke32.com/eduke32@8560 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:20:45 +01:00
terminx
8543f476d7 Ion Fury compatibility improvements
git-svn-id: https://svn.eduke32.com/eduke32@8559 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/game.cpp
2020-01-29 19:20:35 +01:00
terminx
eee0509856 Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
git-svn-id: https://svn.eduke32.com/eduke32@8558 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:18:26 +01:00
terminx
6836faee07 Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
terminx
aebc2632f3 Bail out of A_MoveSpriteClipdist() early if passed no velocity
git-svn-id: https://svn.eduke32.com/eduke32@8546 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:15 +01:00
terminx
470e9afe22 Macro safety
git-svn-id: https://svn.eduke32.com/eduke32@8545 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:02 +01:00
terminx
d0640618fd Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.

git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
terminx
5bd62f666e Add "maxhealth" console command to set the player's maximum health
git-svn-id: https://svn.eduke32.com/eduke32@8542 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:10:09 +01:00
terminx
92a6178429 Fix forward movement with the mouse when mouse aiming is disabled
This was missed back when input between the x and y axes was normalized to use the same scale.

git-svn-id: https://svn.eduke32.com/eduke32@8541 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:48 +01:00
terminx
e4add4956b Factor conditions for locking player movement out into new P_CheckLockedMovement() function
git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx
9e86e83da8 Use ClockTicks class for the timer values saved and restored when creating a savegame
git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers
a32da009bd - moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer. 2020-01-29 19:06:26 +01:00
alexey.lysiuk
9dd3213393 - fixed path traversal on POSIX platforms 2020-01-29 11:41:23 +02:00
alexey.lysiuk
93fb98413e - fixed compilation with GCC and Clang
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617 Move a few more vars to engine.cpp 2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34 Move engine variables not managed by polymost.cpp to engine.cpp 2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f Set functions and variables that can be static to be static 2020-01-28 22:21:53 +01:00
Christoph Oelckers
9b88d41169 - fixed compile errors. 2020-01-28 21:44:39 +01:00
Christoph Oelckers
e119dc841b - fixed setup of hires textures.
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
08ec38ce75 - fixed some missing menu texts. 2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe - rewrite of tileCopySection 2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969 - removed the Build color matching code
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
alexey.lysiuk
c0bd8f80e7 - configured use of libvpx for all platforms
MSVC uses libvpx stored in the repository if lookup for external headers and libraries failed
2020-01-28 11:04:48 +02:00
alexey.lysiuk
d56fb25975 - fixed compilation of POSIX targets
source/common/music/music.cpp:118:52: error: call of overloaded ‘FString(FName&)’ is ambiguous
    source/common/utility/zstring.h:133:2: note: candidate: FString::FString(char)
    source/common/utility/zstring.h:131:2: note: candidate: FString::FString(const char*)
2020-01-28 11:00:25 +02:00
Rachael Alexanderson
212cfde186 - add levelwarp cheat to Redneck and Duke 2020-01-27 22:29:47 -05:00
Rachael Alexanderson
999986e6cd - replace Linux xpm icon, even though it doesn't seem like it's ever being used 2020-01-27 21:31:08 -05:00
Christoph Oelckers
6f396ae368 0.3.2 2020-01-28 00:05:10 +01:00
Christoph Oelckers
9ca1e56713 - added extended sound lookup as well plus menu options. 2020-01-27 22:29:45 +01:00
Christoph Oelckers
67a0954c32 - fixed option menu positioning. 2020-01-27 22:29:00 +01:00
Christoph Oelckers
ab5bc0e435 - more reworking of music lookup.
extended lookup now also supports looking for substitutions inside the file system.
2020-01-27 21:39:15 +01:00
Christoph Oelckers
5de7fbca37 - consolidation of music lookup code for user maps. 2020-01-27 20:53:41 +01:00
alexey.lysiuk
5510df77be - streamlined CMake configuration of game libraries
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson
1c8c2543cb - fixed: Shadow Warrior: End sequence was still 'hung' 2020-01-27 11:11:21 -05:00
Rachael Alexanderson
a2b7aa18d1 - fixed - menudef was not detecting properly the presence of OpenAL 2020-01-26 18:42:52 -05:00
Christoph Oelckers
6f3bbcba46 - fixed the demo setup for Blood.
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
d73f0c7b8f - fixed the merge 2020-01-26 21:01:22 +01:00
Christoph Oelckers
1ba5eaa281 - reactivate the #ifdef'd stuff in the project 2020-01-26 20:28:34 +01:00
NoOneBlood
0693b0efc8 - Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
and changes that was required to minimize their amount in code.

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/db.cpp
#	source/blood/src/db.h
#	source/blood/src/dude.h
#	source/blood/src/gameutil.cpp
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
nukeykt
5db1f95b29 Prevent OOB issues in old pushmove 2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847 More faithful old pushmove implementation
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
alexey.lysiuk
2f4078d99e - fixed rendering on macOS
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
alexey.lysiuk
687573d4c5 - fixed crash during initialization in Cocoa backend 2020-01-26 16:41:52 +02:00
alexey.lysiuk
3b71e8090f - added POSIX source files to generated projects 2020-01-26 16:40:43 +02:00
alexey.lysiuk
e7b013e201 - setup icon for macOS application bundle 2020-01-26 16:39:10 +02:00
alexey.lysiuk
52916e5f55 - disabled mandatory code signing by Xcode 2020-01-26 16:38:13 +02:00
Christoph Oelckers
43f48a10dd - partial fix for the broken sky in E3M2 of Blood. 2020-01-26 13:45:33 +01:00
Christoph Oelckers
4c6265e246 - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
Christoph Oelckers
00da92377a - clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque. 2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147 - use Pal_2D for Duke's title screen.
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
3be4364d6e - fixed file checks for Blood cutscenes.
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers
245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers
51d5236216 - made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'. 2020-01-25 20:21:49 +01:00
Christoph Oelckers
be0242e919 - use correct indices for the palette tester CVARs. 2020-01-25 19:10:05 +01:00
Christoph Oelckers
99c4b6b6d7 - don't let environmental palettes (like underwater) affect the HUD and menu. 2020-01-25 18:48:48 +01:00
Rachael Alexanderson
3d84384678 - Blood: add levelwarp 'e' 'm' cheat 2020-01-25 11:10:16 -05:00
Christoph Oelckers
8f41964f56 - fixed handling of statistics data.
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
7765fa45cd - Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker 2020-01-25 10:36:18 -05:00
Christoph Oelckers
c0b18d0356 - fixed weapon projection being broken after saving in Blood.
A classic case of having a function which performs too many different tasks.
2020-01-25 15:27:46 +01:00
Christoph Oelckers
e8231f904f - I have no idea why a fov of exactly 90° does not work.
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb - cleaned out a tiny bit of the garbage that has accumulated in compat.h.
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers
fd1e63b996 - allow skipping in the end of game sequence. 2020-01-24 21:41:47 +01:00
sirlemonhead
ccfefaa9be PCExhumed: Fixed player view not centring when the Ramses Head appears. 2020-01-24 19:51:42 +01:00
sirlemonhead
d044b2a605 PCExhumed: Fix inconsistent HUD health and magic animation speed. 2020-01-24 19:51:42 +01:00
Christoph Oelckers
08e69b1d2e - fixed missing messages in Shadow Warrior. 2020-01-24 19:51:06 +01:00
Rachael Alexanderson
a431d6e190 - fix compile on Clang 9 2020-01-23 13:36:30 -05:00
Christoph Oelckers
0cb5658d41 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-23 19:14:21 +01:00
Christoph Oelckers
bcc254e0ba - enabled '+' command line args to execute CCMDs on startup. 2020-01-23 19:14:10 +01:00
Rachael Alexanderson
69ebd9a95d - update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them) 2020-01-23 13:05:09 -05:00
Christoph Oelckers
aebea2eb92 - added special SW handling for music lookup plus optional debug output where music is picked from. 2020-01-23 19:01:51 +01:00
Rachael Alexanderson
52897c0cbb - complete the "give" commands for Shadow Warrior
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Christoph Oelckers
7a5efde1c9 - I think a version bump may be in order. 2020-01-23 18:20:53 +01:00
nukeykt
7c1f9d971a Blood: fix spin 180 functionality 2020-01-23 18:18:45 +01:00
Rachael Alexanderson
ae001b6cda - oops, missing files 2020-01-23 07:13:20 -05:00
Rachael Alexanderson
929fc880ee - make "activatecheat" pass a raw string to shadow warrior's cheat processor
- added a nullptr check
2020-01-23 07:12:12 -05:00
Rachael Alexanderson
0f3b3300fb - not yet finished: this enables some console cheats in Blood and Shadow Warrior 2020-01-23 05:50:12 -05:00
Christoph Oelckers
b98019a4ba - added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error. 2020-01-22 22:57:28 +01:00
Christoph Oelckers
6958e0326d - Shadow Warrior fixes
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers
90ce4a893d - fixed: the current shade was applied twice for voxels - once as a shade and once as a light level. 2020-01-22 21:34:18 +01:00
Christoph Oelckers
bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
3ed7856f53 - fixed sound volume issues in Blood. 2020-01-22 16:34:58 +01:00
Christoph Oelckers
a7b020d1a8 - implemented proper screen size scaling for Exhumed. 2020-01-22 16:14:01 +01:00
Christoph Oelckers
dcbb936a9b - fixed hud_scale for Shadow Warrior. 2020-01-22 15:21:07 +01:00
Christoph Oelckers
09106b3159 - fixed the HUD size slider for Blood. 2020-01-22 13:53:26 +01:00
Christoph Oelckers
6a06f6aef4 - fixed typo in string label. 2020-01-22 13:41:55 +01:00
Madame Rachelle
47ba169150 - oops, I misplaced an endif in the Linux code 2020-01-22 05:54:59 -05:00
pogokeen
dbc8e63b8b game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
git-svn-id: https://svn.eduke32.com/eduke32@8534 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-21 23:57:44 +01:00
Christoph Oelckers
9c423ae6a3 - take down the level outside the LoadGame function in ShadowWarrior.
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
12d4f12da5 - removed the 'experimental' switch for Exhumed.
The game works better than Shadow Warrior so this seems pointless.
2020-01-21 22:08:05 +01:00
Christoph Oelckers
27cc865af7 - null checks in SW. 2020-01-21 22:03:04 +01:00
Christoph Oelckers
493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
acf7f29dbd - moved Exhumed's engine state save code into the common part.
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00
Christoph Oelckers
cacbd7d8b6 - reset YAX data before loading a game.
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Rachael Alexanderson
a637ec60c4 - finally - we have a compile on linux! 2020-01-20 05:46:18 -05:00
Rachael Alexanderson
bab394b061 Merge remote-tracking branch 'origin/master' into fix-linux-compile 2020-01-20 04:40:28 -05:00
Rachael Alexanderson
f28d05753d - almost got it all compiled on linux 2020-01-20 04:09:44 -05:00
Rachael Alexanderson
d9563dae73 Merge remote-tracking branch 'origin/master' into fix-linux-compile 2020-01-20 03:00:16 -05:00
Christoph Oelckers
e555d15cc7 renamed the swap function in pragmas.h
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers
ef3ade08d3 - silence debug diagnostics for non-test builds 2020-01-20 00:42:40 +01:00
Christoph Oelckers
d7d5da93f6 - properly set up info.plist for macOS 2020-01-20 00:24:25 +01:00
BSzili
bd1523ef2d Rednukem: fix building with NETCODE_DISABLE
# Conflicts:
#	source/rr/src/game.cpp
#	source/rr/src/net.h
2020-01-19 23:54:04 +01:00
Christoph Oelckers
6f39b87d5b - actually draw the fullscreen blends. 2020-01-19 23:49:53 +01:00
Christoph Oelckers
b066f725d4 - clear the matrix list after rendering the 2D content. 2020-01-19 23:27:59 +01:00
Christoph Oelckers
aa1361acbb - make palfadedelta explicitly unsigned 2020-01-19 23:18:38 +01:00
Christoph Oelckers
c8fa2443d3 - completely separated view and model matrix.
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00
Christoph Oelckers
b209b1f960 - make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.
- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
2020-01-19 14:08:48 +01:00
Christoph Oelckers
7a5f60e14d - removed gl_projectionhacks and the SOFTROTMAT code path.
Both were hard coded not to be used.
2020-01-19 13:57:24 +01:00
Christoph Oelckers
c4429cf15d - fixed voxel rendering. 2020-01-19 13:50:31 +01:00
Christoph Oelckers
352c099b5a - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
Jonathan Gray
c7ffed4867 Blood: change fallthrough annotations to fix clang build
Remove some fallthrough annotations so clang does not fatally error:

source/blood/src/aiunicult.cpp:1983:13: error: fallthrough annotation does not
      directly precede switch label

source/blood/src/triggers.cpp:1045:33: error: fallthrough annotation does not
      directly precede switch label

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/triggers.cpp
2020-01-18 22:48:13 +01:00
Christoph Oelckers
454f796b69 - collect all 3D geometry in a list so that it can be rendered later.
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
8cd9775513 - fixed VP8 video player.
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
2e06ccfec6 - draw the screen overlays using the vertex buffer. 2020-01-18 16:14:30 +01:00
Christoph Oelckers
1a916c0a76 - use the vertex buffer to render the post processed screen image. 2020-01-18 16:14:30 +01:00
Christoph Oelckers
298bbb4c97 - removed some leftover pieces of the original savepic code in RR. 2020-01-15 20:52:36 +01:00
Christoph Oelckers
a4d8e68b9f - added an engine credits menu page. 2020-01-15 20:39:41 +01:00
Christoph Oelckers
c0c18db7cd - dynamically allocate the large networking buffers.
These waste a whopping 800MB of address space, which on 32 bit could be the deciding factor for exhausting available memory.
2020-01-15 18:36:53 +01:00
Christoph Oelckers
4aacd6d958 - display the savepics.
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers
5739b4b024 - added savepic generation to Exhumed. 2020-01-14 21:48:01 +01:00
Christoph Oelckers
8db6a4331b - added savepic generation for Blood. 2020-01-14 21:20:46 +01:00
Christoph Oelckers
e30975581b - enabled savegame pictures in Shadow Warrior.
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers
6ace2f8bf0 - added savepic generation to RR. 2020-01-14 20:12:08 +01:00
Christoph Oelckers
7b6bd34a58 - create the savepic framebuffer without multisampling.
It didn't work and doesn't need it so let's save that piece of video memory.
2020-01-14 19:50:47 +01:00
Magnus Norddahl
e923ef5d3a Add missing M_FinishPNG call 2020-01-14 14:22:03 +01:00
Magnus Norddahl
a8614c89dd Fix incorrect pitch size when creating savepic 2020-01-13 19:50:25 +01:00
Christoph Oelckers
45a93fc57e - fixed a few bad or missing string labels. 2020-01-13 18:05:43 +01:00
Evan Ramos
3e3477c414 Fix errors in PR
# Conflicts:
#	source/blood/src/osdcmd.cpp
#	source/blood/src/view.cpp
#	source/build/src/mutex.cpp
2020-01-13 18:00:25 +01:00
NoOneBlood
2b36e53706 - Removed event.causedBy for demo playback compatibility
- Fixed kThingArmedRemote in triggers.cpp (OperateSprite())
- Fixed kTrapFlame in triggers.cpp (OperateSprite())

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/player.h
2020-01-13 17:58:27 +01:00
NoOneBlood
4123a9e14e - gModernMap guard instead of VanillaMode in dudeSpawn
- No sound for player when jumping fix
2020-01-13 17:57:13 +01:00
NoOneBlood
6f3ccdc651 - Combination switches fix (and basically all event commands)
- No sound of jumping when player's jump velocity is too low
2020-01-13 17:57:13 +01:00
Christoph Oelckers
dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
661431df87 - moved bits of my own code to properly copyrighted files. 2020-01-12 14:54:43 +01:00
Christoph Oelckers
9ca2819ad1 - added missing validation to S_GetUserFlags functions. 2020-01-12 09:32:30 +01:00
Christoph Oelckers
b57d683938 - added default for nosubdir parameter. 2020-01-12 08:53:11 +01:00
Christoph Oelckers
238bbd26c1 - fixed: savegame insertion must not move the "New savegame" node at the top. 2020-01-11 23:05:37 +01:00
Christoph Oelckers
6e3772d50d - fixed voxel color setting. 2020-01-11 22:39:53 +01:00
CommonLoon102
851a82c01f Blood: prefix the new maphack tokens with md
# Conflicts:
#	source/duke3d/src/lunatic/con_lang.lua
#	source/rr/src/lunatic/con_lang.lua
2020-01-11 22:24:13 +01:00
CommonLoon102
bc4a4bea23 Add possibility to move voxels/models via maphacks
# Conflicts:
#	source/build/src/engine.cpp
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/lunatic/con_lang.lua
#	source/rr/src/lunatic/con_lang.lua
2020-01-11 22:23:53 +01:00
CommonLoon102
95eb10d2a6 fix voxel positions when notmd is defined in maphack file
# Conflicts:
#	source/blood/src/view.cpp
2020-01-11 22:19:50 +01:00
Christoph Oelckers
55dab6d3d3 - hooked up the high color texture colorization code.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
17eddda36c - added date and play time display to savegames. 2020-01-11 19:40:35 +01:00
Christoph Oelckers
a5f08a4734 - fixed Shadow Warrior save game loading from the main menu. 2020-01-11 18:50:38 +01:00
Christoph Oelckers
5e34b437d9 Merge branch 'master' into fix-linux-compile 2020-01-11 17:37:29 +01:00
Christoph Oelckers
3b955b7c94 - added support for ZDoom-style GAMEINFO. 2020-01-11 17:05:25 +01:00
Rachael Alexanderson
0785c6b9e3 - this is a good stopping point for now, again... 2020-01-11 10:02:44 -05:00
Rachael Alexanderson
96852300bf - a lil more done 2020-01-11 09:27:12 -05:00
Rachael Alexanderson
965c2fd789 - and a lil bit more work 2020-01-11 09:27:12 -05:00
Rachael Alexanderson
e86e830407 - some more work on this, taking antoher break 2020-01-11 09:27:12 -05:00
Rachael Alexanderson
897354e725 - this is incomplete, i'm just putting this here for now so i don't lose it 2020-01-11 09:27:12 -05:00
nukeykt
af80e64ecf Calculate map MD4 used for maphacks
# Conflicts:
#	source/blood/src/db.cpp
2020-01-11 14:58:12 +01:00
Christoph Oelckers
4825d66e10 - make file system directory printout optional. 2020-01-10 21:54:18 +01:00
Christoph Oelckers
6305714493 - fixed some issues with RR's Route66 add-on.
The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
sirlemonhead
1ddcc41ed8 PCExhumed: Fix spark effect when destroying an energy tower. 2020-01-10 17:32:28 +01:00
Christoph Oelckers
74fdb6dbcb - fixed menu for DN3D 1.3 2020-01-09 17:35:38 +01:00
Christoph Oelckers
30ebd18680 - fixed incorrect name for last RR map. 2020-01-08 18:58:36 +01:00
Christoph Oelckers
dc6e7c52c1 - don't pop up the menu over the intro movies when ending a game. 2020-01-08 17:36:21 +01:00
Christoph Oelckers
f513692a08 - fixed last commit. 2020-01-08 17:36:00 +01:00
Christoph Oelckers
cfed7afd02 - all source compile now on macOS 2020-01-08 01:00:57 +01:00
Christoph Oelckers
8f455d8ffa Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-08 00:34:25 +01:00
Christoph Oelckers
cfc057bf37 - fix POSIX includes 2020-01-08 00:34:17 +01:00
Christoph Oelckers
df7c5a7067 - use proper math instead of crash-prone libdivide here. 2020-01-08 00:06:24 +01:00
Christoph Oelckers
42f16a7b30 - removed merged code that doesn't work anymore. 2020-01-08 00:05:37 +01:00
Christoph Oelckers
8cbb313a96 - clearing the screen here is redundant. 2020-01-07 20:17:08 +01:00
nukeykt
dfd6796159 Rednukem: fix thunder effect timing 2020-01-07 20:13:06 +01:00
sirlemonhead
56abec7ed4 PCExhumed: Add god, noclip and changelevel console commands.
# Conflicts:
#	source/exhumed/src/osdcmds.cpp
2020-01-07 20:12:12 +01:00
NY00123
86503338ec PCExhumed: Remove unused moveTimer variable from menu_DrawTheMap
(minor addition to world map code fixes and tidying from Oct 14).

# Conflicts:
#	source/exhumed/src/menu.cpp
2020-01-07 20:10:52 +01:00
NY00123
bb020c15f1 PCExhumed: Further improve the widescreen fix for the smoke in menu_DrawTheMap.
rotatesprite is now directly called, instead of going through the
overwritesprite wrapper, in order to trim the smoke sprites,
so they don't leave the map's boundaries in widescreen.

A technical side-effect is that picanm[tilenum].sf is not temporarily
set to 0, as done in overwritesprite.

The call to videoClearScreen is still required, in case the console is
shown and then hidden. It's now called after HandleAsync, just for the
sake of it (less useful in case of quit, and maybe also in another scenario).
2020-01-07 20:10:42 +01:00
Christoph Oelckers
338dcef94c - fix macOS compile error.
The conditions for this redefinition do not seem to be correct.
2020-01-07 20:06:56 +01:00
Christoph Oelckers
e7ee858d0d - fixed incomplete reset of savegame state. 2020-01-07 18:53:16 +01:00
Christoph Oelckers
b8ac5aea84 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
663774cc2d - replaced the icon.
No more EDuke logo. :)
2020-01-06 23:02:47 +01:00
Christoph Oelckers
1d315ae67b - added savegame symbols for the extra gory ninja death. 2020-01-06 21:12:42 +01:00
Christoph Oelckers
2a0104092d - fixed uninitialized variable in savegame name entering menu. 2020-01-06 21:11:59 +01:00
Christoph Oelckers
e1e2b01c84 - fixed memory leak in savegame code. 2020-01-06 20:01:18 +01:00
NY00123
d5d60afdc3 PCExhumed: Improve the cheat code fixes in CheckKeys.
- Replace direct calls to strtok with calls to a new wrapper function,
safeStrtok. Whenever strtok returns a null pointer, safeStrtok returns
an empty string instead. This should assist with replicating
the behaviors with the DOS EXE, without leading to crashes.
- This way, the "GOTO" and "CREATURE" codes are fixed.
The code handling "LEVEL" is additionally simplified.
- The code executed if nStringLen == 0 || pToken == NULL is now gone.
As is the case under DOS, if you enter a non-empty string which isn't
matched at all, sHollyStr will be emptified, but you'll otherwise
still be able to enter a code, with no need to retype "HOLLY".
2020-01-06 18:16:36 +01:00
Christoph Oelckers
134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
e45cf19936 Project update for Posix sources 2020-01-06 02:35:27 +01:00
Christoph Oelckers
5da0f5c7fa - added the Posix backend code.
Nothing is hooked up yet and adjusted - next thing to do.
2020-01-05 21:40:18 +01:00
Christoph Oelckers
93d634813d - fixed SW's savegame handling.
This set up the wrong game state for saves from within the game loop.
2020-01-05 20:41:57 +01:00
Christoph Oelckers
83292c9dd6 - fixed a few issues and added some savegame debug code for Shadow Warrior. 2020-01-05 18:49:19 +01:00
Christoph Oelckers
2dc0de5824 - fixed incorrect sampler binding. 2020-01-05 17:37:28 +01:00
Christoph Oelckers
9e7f91b5ac - fixed size of texture arrays.
We need 6 slots, not 5.
2020-01-05 12:56:32 +01:00
Christoph Oelckers
b6862cfd70 - fixed text input menu and y-positioning of option menus. 2020-01-05 12:12:14 +01:00
sirlemonhead
bddcde73f4 PCExhumed: Cheat code fixes.
Default to level 0 if no level number is specified and don't crash if only space characters are submitted. Thanks to NY00123 for reporting.
2020-01-05 10:48:55 +01:00
Christoph Oelckers
746aa4da82 - added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case. 2020-01-05 10:48:44 +01:00
Christoph Oelckers
a3020ed867 - don't let joystick/controller axis events register as a keypress for screen advancing. 2020-01-05 10:36:52 +01:00
Christoph Oelckers
9f0bb97e63 - disabled printing the version on Blood's status bar. 2020-01-05 10:22:20 +01:00
Christoph Oelckers
6c6874cb0e - fixed scissoring with out of range coordinates.
Blood's status bar sets such a bogus clipping rectangle.
2020-01-05 10:21:34 +01:00
Christoph Oelckers
e84acb7e2f - invalidate the render state after finishing a frame.
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
2020-01-05 09:38:44 +01:00
Christoph Oelckers
e61e77fb82 - handle textures in the render state.
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Christoph Oelckers
f6251cdf66 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-04 23:23:50 +01:00
Christoph Oelckers
e982c30590 - fixed Shadow Warrior's mirror code. 2020-01-04 23:23:36 +01:00
sirlemonhead
5e6c109d35 PCExhumed: Correct variable name/usage in runlist channel loop. 2020-01-04 10:06:15 +01:00
Magnus Norddahl
0714155e3a Fix ssao no longer working 2020-01-04 09:54:47 +01:00
Christoph Oelckers
ed813562eb - fixed sound in Blood cutscenes. 2020-01-04 00:07:20 +01:00
Christoph Oelckers
d4b32c535a - moved matrices to render state. 2020-01-03 23:38:50 +01:00
Christoph Oelckers
9de5814063 - fixed bad alpha setting for rotatesprite calls. 2020-01-03 22:05:00 +01:00
Christoph Oelckers
73950458d4 - fixed mouse selection for generated menus. 2020-01-03 21:28:01 +01:00
Christoph Oelckers
5cc165587e - added mouse control for image scroller menu. 2020-01-03 20:53:38 +01:00
Christoph Oelckers
4155d49e59 - fixed menu slider rendering. 2020-01-03 20:40:56 +01:00
Christoph Oelckers
39c55199f9 - added a few missing menu things. 2020-01-03 20:37:02 +01:00
Christoph Oelckers
f2cc7e3636 - The interpolation code needs the current frame rate so it must be retrieved. 2020-01-03 20:13:44 +01:00
Christoph Oelckers
064a453b41 - fixed: Key up events were processed as character input.
This broke the cheat input in Duke Nukem.
2020-01-03 19:28:54 +01:00
Magnus Norddahl
13a7b7d4b2 Hook up gl_ssao 2020-01-03 18:34:43 +01:00
Christoph Oelckers
6ba04e7a09 - fixed voxel rendering in indexed color mode. 2020-01-03 18:30:00 +01:00
Christoph Oelckers
f743b22661 - render voxels as triangles instead of quads.
Quads are not available in the core profile which is required to run GL 3.3 on macOS.
2020-01-03 18:09:05 +01:00
Christoph Oelckers
07754b3255 - std::filesystem is gone. 2020-01-03 17:56:22 +01:00
Christoph Oelckers
9f0b720b25 -second function freed of std::filesystem. 2020-01-03 17:34:52 +01:00
Christoph Oelckers
c82d6de6c3 - fixed a few typos and uninitialized variables. 2020-01-03 17:08:41 +01:00
Christoph Oelckers
78e7b2dd8c - getting rid of std::filesystem, part one.
Since it's not usable on macOS it needs to go.
2020-01-03 14:19:52 +01:00
hendricks266
6a4870e7fb actors.cpp: Address -Wsometimes-uninitialized warnings
git-svn-id: https://svn.eduke32.com/eduke32@8528 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-03 11:48:42 +01:00
Christoph Oelckers
e2d64a1c4a - copied anim fix to RR. 2020-01-03 11:47:10 +01:00
Christoph Oelckers
6c55d8ed69 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-03 11:43:56 +01:00
Christoph Oelckers
ce75832945 - color and depth func moved to render state. 2020-01-03 11:43:44 +01:00
Christoph Oelckers
27ed6cdae5 - viewport and scissor moved to render state. 2020-01-03 10:48:22 +01:00
Christoph Oelckers
cfc0ba48cb - moved render style handling to the render state and simplified its storage to use FRenderStyle instead of its components. 2020-01-03 10:48:22 +01:00
Magnus Norddahl
b3e754ecbe Fix uninitialized variables causing black screen sometimes when playing videos 2020-01-03 09:45:15 +01:00
Christoph Oelckers
6574c34543 - re-enabled MIDI selection, but only with the devices that are supposed to be seen. 2020-01-03 09:22:22 +01:00
Evan Ramos
a6c2641c20 Rednukem: Fix tspr->clipdist bits 2020-01-03 08:07:28 +01:00
Evan Ramos
148c8770e9 Blood: Constify some {u,t,}spritetype templates
This is important where tracked spritetype could be involved.
2020-01-03 08:07:27 +01:00
Evan Ramos
d7a7bb3e78 Make use of renderAddTSpriteFromSprite
# Conflicts:
#	source/blood/src/m32exec.cpp
#	source/rr/src/m32exec.cpp
2020-01-03 08:07:27 +01:00
Evan Ramos
e363cd53a5 tspritetype cleanup
# Conflicts:
#	source/blood/src/m32common.cpp
#	source/blood/src/m32exec.cpp
#	source/blood/src/m32structures.cpp
#	source/blood/src/mapedit.cpp
#	source/rr/src/astub.cpp
#	source/rr/src/m32common.cpp
#	source/rr/src/m32exec.cpp
#	source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Evan Ramos
8fce9c5be8 Blood: Restore original tspritetype member synonyms
# Conflicts:
#	source/blood/src/view.cpp
2020-01-03 08:06:07 +01:00
Evan Ramos
1caabf2e7b Add Blood-specific synonyms for tspritetype members 2020-01-03 08:05:43 +01:00
Christoph Oelckers
6135e388ed - changed the remaining license headers from GZDoom's renderer's files, in agreement with all contributors to this code. 2020-01-03 08:03:29 +01:00
Magnus Norddahl
066f444dd0 Hook up vid_fps 2020-01-03 06:28:25 +01:00
Magnus Norddahl
2403d1b7e5 Update the license for the postprocessing source code 2020-01-03 05:42:37 +01:00
Christoph Oelckers
62fd8a49c1 - fixed CVAR assignment for number of sound channels. 2020-01-03 00:47:13 +01:00
Christoph Oelckers
72036721d5 - made DN3D shareware operable.
The GRP defines neither episodes nor skills, so they have to be provided internally.
This isn't 100% correct yet, but should do for now.
2020-01-03 00:44:39 +01:00
Christoph Oelckers
3380420de9 - converted the clear screen commands. 2020-01-02 23:56:35 +01:00
Christoph Oelckers
b549228d4d - commented out the time wasting level loading screen in Blood.
Now seriously, doing frequent screen updates here only make things worse!
2020-01-02 23:35:29 +01:00
Christoph Oelckers
3608a646e6 - converted the simple state settings into renderstate flags. 2020-01-02 23:34:21 +01:00
Christoph Oelckers
6156e7382a - preparation for moving GL state into the renderstate struct. 2020-01-02 23:15:16 +01:00
nukeykt
cc4f801b1e Blood: fix candles 2020-01-02 20:21:20 +01:00
nukeykt
57e925a1bb Blood: Explosion polymer light 2020-01-02 20:21:19 +01:00
nukeykt
8fbd6674d2 Blood: polymer lights wip
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/blood.cpp
#	source/blood/src/osdcmd.cpp
2020-01-02 20:21:19 +01:00
nukeykt
a3b48c44d6 Blood: fix multiskies with 16 tiles in polymer
# Conflicts:
#	source/build/src/polymer.cpp
2020-01-02 20:19:08 +01:00
nukeykt
9208c1249d Blood: fix uninitialized palette usage
# Conflicts:
#	source/blood/src/view.cpp
2020-01-02 20:19:01 +01:00
Christoph Oelckers
e63ca0f471 - removed redundant keyboard.h header 2020-01-02 19:56:57 +01:00
Christoph Oelckers
afb1d7b885 - changed a few licenses of my own code to something more permissive. 2020-01-02 19:38:47 +01:00
Christoph Oelckers
e43d2c10c0 - removed the OPL synth because parts of it are GPLv3 and even under the best circumstances not compatible with the license mix here. 2020-01-02 19:20:12 +01:00
Christoph Oelckers
4571ba74c2 - merge fixes.
Why does that freaking merger always delete the namespace markers...?
2020-01-02 19:20:11 +01:00
nukeykt
2e085b559f Precache more tiles on level start
# Conflicts:
#	source/blood/src/fx.cpp
#	source/blood/src/gib.cpp
#	source/blood/src/gib.h
#	source/blood/src/qav.cpp
#	source/blood/src/weapon.h
2020-01-02 19:20:11 +01:00
nukeykt
7af92bb327 blood: Precache fonts 2020-01-02 19:20:11 +01:00
NoOneBlood
afb8c11683 - It's possible now to change posture settings for each player
- Touch trigger for walls fix
- It's possible to set custom clipdist for things (gModernMap only)
- Few tweaks for Custom Dude
- Player Control type fixes and updates

# Conflicts:
#	platform/Windows/nblood.vcxproj
#	source/blood/src/player.h
2020-01-02 19:20:11 +01:00
NoOneBlood
5bcfcc1b55 - Player Control type fixes
- Custom Dude type fixes
2020-01-02 19:20:11 +01:00
Grind Core
ec782a28de - Rewrite true random once again
- Fix Custom Dude genIdle aistate
- Fix grown and shrink races
- Fix qav scene was not able to stop if sprite is locked
- Fix stupid error in gDefaultJump array

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/view.cpp
2020-01-02 19:20:11 +01:00
Grind Core
1eb50414ab -Fix xspriData2Array function
-Fix kModernSpriteDamager type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/gameutil.cpp
#	source/blood/src/gameutil.h
#	source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Grind Core
da47ebbd2c - Rewrite true random, so it should work just fine now
- Way better AI for Custom Dude when attacking the target
- Minor warning fixes and other updates

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/asound.cpp
#	source/blood/src/gameutil.cpp
#	source/blood/src/gameutil.h
#	source/blood/src/player.h
#	source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Rachael Alexanderson
a6bf1c3026 - oops, didn't mean to change this line (I blindly copied the function over) 2020-01-02 00:15:19 -05:00
Rachael Alexanderson
21ba23f36d - pull most recent video scale changes from gzdoom 2020-01-01 23:42:09 -05:00
Rachael Alexanderson
6a17e3910b - relicense my reused GZDoom code as BSD 2020-01-01 08:59:40 -05:00
Christoph Oelckers
dda45c6780 - all polymost2 code has long been nuked. 2020-01-01 13:46:46 +01:00
Christoph Oelckers
e01c161258 - removed some dead variables. 2020-01-01 13:11:44 +01:00
Christoph Oelckers
18099e9179 - removed the pure software render surface and deleted a few unused variables.
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers
d09b83d4a5 - moved the last remaining function out of baselayer.cpp and removed that file.
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
7ec8368688 - used the wrong formula to calculate shadeDiv. 2020-01-01 11:49:32 +01:00
Christoph Oelckers
d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Christoph Oelckers
3d47652d08 - had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients. 2019-12-31 22:53:03 +01:00
Christoph Oelckers
f106505344 - fixed the broken alignment between lines and sectors on the Shadow Warrior automap. 2019-12-31 22:11:04 +01:00
Christoph Oelckers
9543c2cbb9 - fixed the broken automap defaults in Shadow Warrior.
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers
98604e513e - set up the scene viewport for the postprocessor. 2019-12-31 20:11:31 +01:00
Christoph Oelckers
05e381ff6d - fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
ef5292b4ae - don't use Build's clipping code to clip automap parts to the screen.
Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
2019-12-31 19:38:50 +01:00
Christoph Oelckers
d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
1890df98f9 - process lines through the 2D drawer. 2019-12-31 19:02:55 +01:00
Christoph Oelckers
2f8d472d7d - cleaned up the map drawer by using a real triangulator.
Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
2019-12-31 17:23:29 +01:00
Christoph Oelckers
77cd7bffc5 - fixed alpha calculations for textured automap. 2019-12-31 15:50:08 +01:00
Christoph Oelckers
d825282726 - removed a few software rendering parts from the automap drawer.
These won't be needed anymore.
2019-12-31 15:41:12 +01:00
Christoph Oelckers
964e303dd7 - draw the textures on the automap with the 2D drawer. 2019-12-31 15:05:08 +01:00
Rachael Alexanderson
143c8be84d - fixed: argument count passed to the OSD system was +1 than it expected 2019-12-31 08:07:22 -05:00
Jonathan Gray
5ea5d87664 PCExhumed: fix triddat.cpp build with libc++
Include cstdlib for abs() with an int argument.  Fixes the following
compile error with libc++.

source/exhumed/src/trigdat.cpp:159:9: error: call to 'abs' is ambiguous
    if (abs(diff) > c)
        ^~~
/usr/include/c++/v1/math.h:761:1: note: candidate function
abs(float __lcpp_x) _NOEXCEPT {return ::fabsf(__lcpp_x);}
^
/usr/include/c++/v1/math.h:765:1: note: candidate function
abs(double __lcpp_x) _NOEXCEPT {return ::fabs(__lcpp_x);}
^
/usr/include/c++/v1/math.h:769:1: note: candidate function
abs(long double __lcpp_x) _NOEXCEPT {return ::fabsl(__lcpp_x);}
^
1 error generated.
2019-12-31 09:19:58 +01:00
Jonathan Gray
64d3d38014 PCExhumed: remove uneeded malloc.h include
malloc.h is a non-standard header and isn't required here
fixes build on OpenBSD which has no malloc.h

# Conflicts:
#	source/exhumed/src/enginesubs.cpp
2019-12-31 09:19:58 +01:00
Christoph Oelckers
51eaa5cd1f - let mouse control in the menu default to Touchscreen-like, like it is in GZDoom. 2019-12-31 02:48:16 +01:00
Magnus Norddahl
8f1d1fa94b Fix mouse move precision loss when only moving the mouse a pixel or two. Also make the baseline mouse scaling more reasonable. 2019-12-31 01:46:54 +01:00
Magnus Norddahl
0396f79c15 Fix in_mouse 0 and in_joystick 0 not working 2019-12-31 01:00:30 +01:00
Christoph Oelckers
e4caea2f95 - set default for mouse control to DirectInput.
This simply works a lot better than Raw Input and causes far less problems.
Ironic considering that it's the deprecated method...
2019-12-30 23:55:57 +01:00
Christoph Oelckers
91a4e0a005 - fixed Blood cutscene playback.
Some merge from upstream must have broken the file name correction.
2019-12-30 21:36:08 +01:00
Christoph Oelckers
2c35f87925 - fixed translucency determination. 2019-12-30 21:03:15 +01:00
Christoph Oelckers
6b431cec2c - fixed: True color texture replacements were set up incorrectly.
They incorrectly set themselves up as their own glow and detail textures.
These layers also weren't disabled for the next texture.
2019-12-30 20:44:37 +01:00
Christoph Oelckers
ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
7ea053bd90 - reconnected the HUD model drawer.
This will have to be done differently later when the postprocessor is fully working, but for now it's sufficient to just render the model right away.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
9ceb47fdb2 - cleaned up the rotatesprite code a bit. 2019-12-30 20:16:51 +01:00
Christoph Oelckers
596705a36e - apply RS_YFLIP to 2D sprites. 2019-12-30 20:16:51 +01:00
Christoph Oelckers
5830e72ab0 - fixed some rotatesprite issues:
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
6459f4e532 - refactored rotatesprite to really use the 2D drawer.
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
b34f3637ab - restored keybinds setup to the original procedure as defined by ZDoom.
Looks like some parts were missed when this was integrated piece by piece.
2019-12-30 12:43:21 +01:00
Magnus Norddahl
c3d48c9a82 Disable linux files as they are missing 2019-12-30 09:12:25 +01:00
Christoph Oelckers
f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
nukeykt
cdb08f22dd Fix redneck compiling
# Conflicts:
#	platform/Windows/eduke32.sln
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/config.cpp
#	source/rr/src/game.cpp
#	source/rr/src/game.h
#	source/rr/src/osdcmds.cpp
#	source/rr/src/sounds.cpp
2019-12-29 22:34:16 +01:00
nukeykt
62c37b64ae Fix exhumed compiling
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/menu.cpp
2019-12-29 22:30:13 +01:00
nukeykt
a5351620db Fix blood compiling
# Conflicts:
#	source/blood/src/config.cpp
#	source/blood/src/osdcmd.cpp
#	source/blood/src/screen.cpp
#	source/blood/src/sound.cpp
#	source/blood/src/sound.h
#	source/blood/src/view.cpp
#	source/blood/src/view.h
2019-12-29 22:29:50 +01:00
hendricks266
456d975392 Make the Polymode cstat bits Duke-only by translating them to tspr->clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8523 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/common_game.h

# Conflicts:
#	source/duke3d/src/common_game.h
2019-12-29 22:23:18 +01:00
hendricks266
6a5906833b Move TSPR_EXTRA_MDHACK from extra to clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8522 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymer.cpp
2019-12-29 22:22:20 +01:00
hendricks266
6465feb438 Refactor tsprite creation into renderAddTSpriteFromSprite
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
hendricks266
422601bc82 Make tspritetype its own distinct struct
git-svn-id: https://svn.eduke32.com/eduke32@8520 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-29 22:22:19 +01:00
Christoph Oelckers
5a41b545e5 - reactivated saving of console aliases. 2019-12-29 17:43:40 +01:00
Christoph Oelckers
6dc064a178 - another unused one. 2019-12-29 17:13:12 +01:00
Christoph Oelckers
3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
d80159b76a - use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
2019-12-29 14:35:24 +01:00
Magnus Norddahl
26dbf5fe10 Fix black screen 2019-12-29 05:10:36 +01:00
Magnus Norddahl
7c6dc7a7db Fix premature exit when only one .grp file is available 2019-12-29 04:49:28 +01:00
Christoph Oelckers
737bf15ad8 - added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers
f6dee38d28 - route all 2D drawing through the 2D drawer unconditionally.
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
c4219f40be - renamed the project to "Raze". 2019-12-28 14:10:25 +01:00
Christoph Oelckers
1e16998cac - fixed memory leak in savegame menu. 2019-12-28 13:08:34 +01:00
Christoph Oelckers
2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers
d6c129b825 - Hide Exhumed frontend behind a -experimental switch.
Since the NBlood and PCExhumed repos got merged, keeping separate branches may become a bit of a hassle, so now there is only one branch, but this game will not be shown to regular users until it gets more stable.
2019-12-27 23:22:39 +01:00
Christoph Oelckers
93fccfd767 - fixed the fire sound in the intro. 2019-12-27 23:09:05 +01:00
Christoph Oelckers
bea7391ac9 - more sound related fixes.
This was messier than I thought.
2019-12-27 22:17:36 +01:00
Christoph Oelckers
c41c585c7f Merge branch 'master' into powerslave 2019-12-27 20:06:44 +01:00
Christoph Oelckers
affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers
907c2bbe1e - fixed keyboard turning.
Why did it only apply the chance each 4th call instead of doing it smoothly???
2019-12-27 17:35:13 +01:00
Christoph Oelckers
c3ba6d00e6 - fixed: forgettable channels must not be tested for sound limits because they no longer have a valid source. 2019-12-27 17:08:48 +01:00
Christoph Oelckers
7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
8e5b9111bd Merge branch 'master' into powerslave
# Conflicts:
#	source/CMakeLists.txt
2019-12-27 15:34:09 +01:00
Christoph Oelckers
6b0711ff0c - put the project's name into a variable so that it doesn't have to be changed everywhere if needed. 2019-12-27 13:52:15 +01:00
Christoph Oelckers
5a853cb196 - gave .natvis file a neutral name. 2019-12-27 13:39:30 +01:00
Christoph Oelckers
b307db2346 - renamed internal CMake variables to not contain the project name. 2019-12-27 13:37:39 +01:00
Christoph Oelckers
aefb3ec216 - removed obsolete gamemain.cpp 2019-12-27 13:11:48 +01:00
Christoph Oelckers
44ed9d63a7 Merge branch 'master' into powerslave 2019-12-27 10:54:50 +01:00
Christoph Oelckers
1870e1857f - savegame name generation fix for SW. 2019-12-27 10:54:00 +01:00
Christoph Oelckers
9415d0f78b - corrected savegame signatures. 2019-12-27 10:53:47 +01:00
Christoph Oelckers
ce1a78fd62 - work on the savegame writer.
It saves, reloading not implemented yet.
2019-12-27 10:52:40 +01:00
Christoph Oelckers
a4c5fbe295 - savegame name generation fix for SW. 2019-12-27 10:48:43 +01:00
Christoph Oelckers
3bd36bfb9d - more savegame stuff.
Should be complete now. We'll see...
2019-12-26 23:17:11 +01:00
Christoph Oelckers
79d0818201 - added savegame records for all global data that looks to be game relevant.
The data organization here is a mess, no wonder that this game could only save at the beginning of a level.
Fortunately it's all static so no allocations and pointers to track.
2019-12-26 22:00:04 +01:00
Christoph Oelckers
90fecbc6c0 - removed more unused content. 2019-12-26 19:41:42 +01:00
Christoph Oelckers
7fd86c8640 - config.cpp was also free of actual content. 2019-12-26 18:36:07 +01:00
Christoph Oelckers
25bb94cd94 - reducing the completionist cruft.
The 3 CD related files don't really contain enough code to justify this, merged all non-empty parts into one.
2019-12-26 18:29:10 +01:00
Christoph Oelckers
68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
6373b75d22 Merge branch 'master' into powerslave
# Conflicts:
#	source/common/gamecontrol.cpp
#	source/common/version.h
#	wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
d473f9c590 - replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +01:00
Christoph Oelckers
eff25141a0 - little bit of CMake cleanup. 2019-12-26 14:16:00 +01:00
Christoph Oelckers
62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
7f62208bad - renamed demolition.grpinfo to grpinfo.txt. 2019-12-26 13:31:48 +01:00
Christoph Oelckers
d8dfe752b5 - fixed handling of music in Redneck Rampage and Shadow Warrior.
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
Christoph Oelckers
c8edef4e0c - disabled the "User Maps" option pending implementation of a working selection menu for exposing this. 2019-12-26 10:55:43 +01:00
Christoph Oelckers
5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
hendricks266
8e6a54a1e4 Mostly clean up the codebase in preparation for tspritetype != uspritetype
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite

git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/polymer.h
#	source/build/src/engine.cpp
#	source/build/src/engine_priv.h
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/m32common.cpp
#	source/duke3d/src/m32exec.cpp
#	source/duke3d/src/m32structures.cpp
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266
3bbecf84c2 SW: Fix FindDistance3D calls to not z>>4 at the call site
This is handled by the function itself now.

Fixes the distance issue with the ceiling fan.

git-svn-id: https://svn.eduke32.com/eduke32@8525 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:54:17 +01:00
hendricks266
ae94566fb5 SW: Draw the crosshair actually centered
Thanks to Striker for the tip.

git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
hendricks266
91cbaa1491 Add information to cstat enums
git-svn-id: https://svn.eduke32.com/eduke32@8518 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:49:42 +01:00
hendricks266
846c7eaff2 SW: Run all allocations through Xmalloc et al
git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/driver_winmm.cpp
#	source/audiolib/src/flac.cpp
#	source/sw/src/StartupWinController.game.mm
#	source/sw/src/bldscript.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
#	source/sw/src/grpscan.cpp
#	source/sw/src/jbhlp.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/scrip2.cpp
#	source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00
hendricks266
33ad4b9860 Fix -Wfallthrough error in gamevars.h
git-svn-id: https://svn.eduke32.com/eduke32@8495 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:26:09 +01:00
Christoph Oelckers
078455659f - fixed incorrect initialization order. 2019-12-26 00:54:21 +01:00
Christoph Oelckers
1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00
Christoph Oelckers
e180d9afd3 Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
# Conflicts:
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/_multivc.h
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
2d7ad75b5f - lightened sound.cpp by deleting all inactive content. 2019-12-25 19:17:06 +01:00
Christoph Oelckers
23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers
4050ce156f - fixed crash on NAM.
This game contains one sound that made the Voc loader crash.
2019-12-25 17:14:17 +01:00
Christoph Oelckers
dd984c94b0 - fixed extended quote management. 2019-12-25 17:13:36 +01:00
Christoph Oelckers
414201e741 - fixed palette translucency after aborting movie playback. 2019-12-25 17:13:10 +01:00
Christoph Oelckers
120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
b0cefdedce - plugged all memory leaks that were reported with Shadow Warrior when starting the first level. 2019-12-25 11:26:19 +01:00
Christoph Oelckers
5e821de481 - replaced the leaky hash table that was used to handle the animations.
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00
sirlemonhead
4a31447702 NBlood: Remove std::string from libsmackerdec to fix cutscene crashing with MinGW builds.
# Conflicts:
#	source/libsmackerdec/include/FileStream.h
#	source/libsmackerdec/src/FileStream.cpp
2019-12-25 09:02:18 +01:00
Christoph Oelckers
745d78d8d7 - fixed voxels leaking memory. 2019-12-25 08:57:58 +01:00
Christoph Oelckers
efe4261932 - fixed Blood music and movie playback.
I have no idea why the movie code was completely disabled in NBlood, it all works fine...
2019-12-25 01:10:13 +01:00
Christoph Oelckers
5bd32cf769 - fixed: Voxel setup code wasn't called anymore. 2019-12-25 00:30:13 +01:00
Christoph Oelckers
49c49b2672 - read the global settings before presenting the game selection dialog
- deinit the menu in GameMain instead of using atexit.
- gi == null check must include the call to FreeGameData.
2019-12-24 20:06:55 +01:00
Christoph Oelckers
055b310d60 - rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
f65b2c1dcb - disable the allocation breakpoint. 2019-12-24 19:48:26 +01:00
Christoph Oelckers
43033e830a - Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00