Commit Graph

343 Commits

Author SHA1 Message Date
nukeykt 2867131c86 Add ability to load blood maps
# Conflicts:
#	platform/Windows/nmapedit.vcxproj
#	platform/Windows/nmapedit.vcxproj.filters
#	source/blood/src/mapedit.cpp
#	source/build/src/build.cpp
#	source/build/src/engine.cpp
2019-09-21 10:06:57 +02:00
nukeykt 8fd6e0e183 TROR related tweaks
# Conflicts:
#	source/blood/src/mirrors.cpp
2019-09-21 09:59:58 +02:00
terminx 3e4f2de79a Add yax_getzsofslope(), based on getzsofslope_player()
git-svn-id: https://svn.eduke32.com/eduke32@8109 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:17 +02:00
hendricks266 47fc547532 Avoid a truncation warning in compat.h
git-svn-id: https://svn.eduke32.com/eduke32@8095 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:20:23 +02:00
terminx aa8ce8d42a Fix USE_OPENGL=0 builds
git-svn-id: https://svn.eduke32.com/eduke32@8082 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:57 +02:00
Christoph Oelckers d0a49c3278 - moved 4 more. 2019-09-20 23:12:07 +02:00
Christoph Oelckers be29d3a2df - removed the remains of the polymer renderer.
This cannot be reused in its current form, maybe it can help later.
2019-09-20 22:37:24 +02:00
Christoph Oelckers 1b20e5d4da - 3 more files moved out of 'build' folder.
# Conflicts:
#	platform/Windows/build.vcxproj
2019-09-20 22:34:34 +02:00
Christoph Oelckers 977614dea8 - two more headers to move to Thirdparty. 2019-09-20 22:33:47 +02:00
Christoph Oelckers c9111a6c7a - one more.
# Conflicts:
#	platform/Windows/build.vcxproj.filters
2019-09-20 22:33:35 +02:00
Christoph Oelckers 0c6af775ad - got rid of editor.h.
# Conflicts:
#	source/build/include/editor.h
#	source/build/src/2d.cpp
#	source/build/src/softwarerenderer/engine_swr.cpp
2019-09-20 22:24:53 +02:00
Christoph Oelckers 46b4b6ffd4 - removed all editor related code from 2D.cpp.
# Conflicts:
#	source/build/include/build.h
#	source/build/src/2d.cpp
#	source/build/src/softwarerenderer/engine_swr.cpp
2019-09-20 22:24:03 +02:00
Christoph Oelckers ce260526cb - moved fix16 to thirdparty as well and removed the now unused assembly files.
# Conflicts:
#	platform/Windows/build.vcxproj
2019-09-20 22:21:31 +02:00
Christoph Oelckers f3d01e8244 - moved compression utilities to a 'thirdparty' folder to get them out of the way.
# Conflicts:
#	platform/Windows/build.vcxproj
#	platform/Windows/props/build_common.props
2019-09-20 22:20:53 +02:00
Christoph Oelckers ba73268470 - removed GLES support and most related files.
My future plans do not include mobile support due tp poor support of modern APIs so this is essentially just baggage.

# Conflicts:
#	source/build/src/2d.cpp
#	source/build/src/dxtfilter.cpp
#	source/build/src/mdsprite.cpp
#	source/build/src/polymost.cpp
#	source/build/src/sdlayer.cpp
#	source/build/src/texcache.cpp
2019-09-20 22:16:21 +02:00
Christoph Oelckers 6299d2fe86 - removed all inline assembly crap.
Since no division function was handled here this is totally pointless on modern systems and will even on 32 bit cause performance degradation due to lack of optimizability.
The rest of that code in pragmas.h and pragmas.cpp should probably also be put under review. Much of it made sense 20 years ago but not anymore.
2019-09-20 22:10:35 +02:00
Christoph Oelckers b389c99bf5 - removed some SDL 1 parts. 2019-09-20 22:09:56 +02:00
Christoph Oelckers afe5128c70 - Blood fixes for changes in timer and mouse input interface- 2019-09-20 22:08:06 +02:00
terminx c835219de0 Align cache1d memory blocks to system page size
git-svn-id: https://svn.eduke32.com/eduke32@8072 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:43 +02:00
pogokeen b13c0f1b43 clockticks.hpp: Fix issue where higher precision comparisons would cause unexpected behaviour with game loop code due to ototalclock being incremented rather than set to totalclock (causing a lack of subtick precision and potential doubled up/dropped game updates).
Provide compareHighPrecision() for any code that needs higher precision comparisons.

git-svn-id: https://svn.eduke32.com/eduke32@8064 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:23 +02:00
terminx d0223fd744 Support fullscreening to the correct display in multiple monitor configurations
git-svn-id: https://svn.eduke32.com/eduke32@8063 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/baselayer.h
#	source/build/src/polymost.cpp
2019-09-20 21:10:22 +02:00
terminx f0ea646560 Fix SDL borderless windowed mode for real this time
Introduces r_borderless cvar. 0: never borderless, 1: always borderless, 2: borderless if resolution matches desktop resolution (default).

git-svn-id: https://svn.eduke32.com/eduke32@8060 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/baselayer.h
#	source/build/src/baselayer.cpp
#	source/build/src/polymost.cpp
2019-09-20 21:09:56 +02:00
terminx cef3c33e5f clockticks header fix
git-svn-id: https://svn.eduke32.com/eduke32@8056 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:17 +02:00
pogokeen 222e593437 Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.

git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/sdlayer.cpp
2019-09-20 21:09:14 +02:00
terminx ec7fce9ff2 Ultra minor clipping stuff
git-svn-id: https://svn.eduke32.com/eduke32@8048 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:19:11 +02:00
Christoph Oelckers 20f5972b9b - fixed everything to compile again. 2019-09-20 19:37:29 +02:00
terminx 7ea2e4de54 Revert "This should be enough for SDL controller hotplug support but I haven't tested it"
git-svn-id: https://svn.eduke32.com/eduke32@8005 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:12:23 +02:00
terminx 7ec6a6beca This should be enough for SDL controller hotplug support but I haven't tested it
git-svn-id: https://svn.eduke32.com/eduke32@8003 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:12:19 +02:00
terminx c72a69ff6f This timing stuff actually works
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!

git-svn-id: https://svn.eduke32.com/eduke32@8002 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/sdlayer.cpp
2019-09-20 16:12:16 +02:00
hendricks266 1bbd251bff Rescan for controllers when toggling gamepads back on
git-svn-id: https://svn.eduke32.com/eduke32@7985 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:37 +02:00
terminx 04811f21f4 Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono
git-svn-id: https://svn.eduke32.com/eduke32@7976 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	source/build/src/mdsprite.cpp
2019-09-20 16:09:24 +02:00
hendricks266 3bfed33608 Add voxels option to menu, if at least one has been defined
git-svn-id: https://svn.eduke32.com/eduke32@7961 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/engine.cpp
2019-09-20 16:04:57 +02:00
hendricks266 01fa02e1c0 Make use of SDL2's Game Controller API.
Thanks to JonoF for his take on this.

git-svn-id: https://svn.eduke32.com/eduke32@7958 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:03:49 +02:00
terminx 41ff733fcd Happier try_facespr_intersect()
I'm prejudiced against 30-line functions with statements nested 5 levels deep.

git-svn-id: https://svn.eduke32.com/eduke32@7933 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:02:56 +02:00
terminx b8f668aa9b Polymost projection changes to correct the perspective in widescreen and ultrawide resolutions.
Patch from Nuke.YKT and Fox.

git-svn-id: https://svn.eduke32.com/eduke32@7916 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/polymost.h
#	source/build/src/polymost.cpp
2019-09-20 15:48:55 +02:00
terminx 40e54fdbbb Tweak how the semaphore used to detect multiple running copies of the game is utilized
git-svn-id: https://svn.eduke32.com/eduke32@7912 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:46:43 +02:00
terminx 064516c050 Re-implement our mutex_lock() family of functions using SDL's atomic spinlocks
git-svn-id: https://svn.eduke32.com/eduke32@7907 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:46:32 +02:00
terminx 9021b885d6 Eliminate pos_as_vec2 from anything that had it
git-svn-id: https://svn.eduke32.com/eduke32@7905 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
2019-09-20 15:46:28 +02:00
terminx 95598e08f9 getwalldist() tweak
git-svn-id: https://svn.eduke32.com/eduke32@7878 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:34:14 +02:00
terminx 9f9a158946 Replace runtime pow2 calculations with pow2char LUT usage
I don't know that this is any faster, but there's something to be said for standardization and consistency. I will be making most of this stuff use bitmap_set/test/clear() soon.

git-svn-id: https://svn.eduke32.com/eduke32@7876 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
2019-09-20 15:34:08 +02:00
terminx 1a0c56f0f1 This adds back in the engine's old automapping feature
This was removed a long time ago because Duke3D and Shadow Warrior don't use it.

git-svn-id: https://svn.eduke32.com/eduke32@7873 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
2019-09-20 15:32:13 +02:00
terminx c7e403619b Don't blow away wall cstat bit 14 for use as a temp flag in the editor
Patch from Nuke.YKT.

git-svn-id: https://svn.eduke32.com/eduke32@7870 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
2019-09-20 15:29:35 +02:00
terminx 0652b5b6d6 Make ksgn() return int instead of int32_t
git-svn-id: https://svn.eduke32.com/eduke32@7864 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:29:09 +02:00
terminx 26272f6755 if 0 out our klabs() function and just define it as abs()
The compiler generates much better code for this now.

git-svn-id: https://svn.eduke32.com/eduke32@7863 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:29:06 +02:00
terminx 752cf77887 Untabify a couple of headers
git-svn-id: https://svn.eduke32.com/eduke32@7862 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:29:05 +02:00
terminx 6e4951bdb6 Another clipping fix
git-svn-id: https://svn.eduke32.com/eduke32@7857 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:28:53 +02:00
terminx 490b7249a2 Allow reading vec3_whatever_t as vec2 directly
It's a union in a struct in a union in a struct. Oh god, what have I done.

git-svn-id: https://svn.eduke32.com/eduke32@7830 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:23:28 +02:00
terminx df28860bad Add divscale64()
git-svn-id: https://svn.eduke32.com/eduke32@7826 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:23:18 +02:00
terminx dc0130625a Minor pushmove() cleanup
git-svn-id: https://svn.eduke32.com/eduke32@7825 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:23:15 +02:00
terminx 2482cddbb5 Add getcorrectzsofslope()
git-svn-id: https://svn.eduke32.com/eduke32@7822 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:23:08 +02:00