Commit graph

8825 commits

Author SHA1 Message Date
Christoph Oelckers
51a5fecc02 - something can be heard, but it's crap.
This sound code is really strange.
2019-11-11 19:53:06 +01:00
Christoph Oelckers
9782b8180a - removed libxmp. 2019-11-11 19:12:04 +01:00
Christoph Oelckers
ec6ce8b1ec - hooked up ZMusic. 2019-11-11 19:10:46 +01:00
Christoph Oelckers
29d16868c9 - fixed compile errors. 2019-11-11 17:51:30 +01:00
Christoph Oelckers
f6a9bb770d - fixed most issues with newly added music files 2019-11-11 01:01:18 +01:00
Christoph Oelckers
ae06d19008 - added remaining music files to project 2019-11-11 00:31:36 +01:00
Christoph Oelckers
5e95ef5322 - added the rest of GZDoom's music interface.
This still needs to be integrated.
2019-11-11 00:23:52 +01:00
Christoph Oelckers
9f9748ede6 - initial ZMusic hookup. 2019-11-10 23:58:51 +01:00
Christoph Oelckers
79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +01:00
Christoph Oelckers
5fc81d1bd4 - made brightmaps operational.
The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers
21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
87acd7fef6 - fixed blend mode for the 2D drawer. 2019-11-10 12:12:15 +01:00
Christoph Oelckers
55018aae7e - fixed mouse scaling 2019-11-10 11:59:22 +01:00
Christoph Oelckers
a1a9770b44 - reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
cae710bd59 - fixed alpha threshold.
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
7e70c217fe - fixed console event processing and added a texture memory calculator. 2019-11-09 23:58:26 +01:00
Christoph Oelckers
672498be1d - hooked up the keybind menu for Blood as well and disabled some obsolete mouse settings. 2019-11-09 22:58:34 +01:00
Christoph Oelckers
39df3d0560 - added 'logfile' CCMD. 2019-11-09 22:27:33 +01:00
Christoph Oelckers
2997bb6292 - the keybinding menu is finally working.
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers
94baca8b1e - same changes in RedNukem frontend. 2019-11-09 19:39:35 +01:00
Christoph Oelckers
299f596afc - Changed EDuke menu to receive all settings storage locations as CVARs.
With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
0f74a5c3a4 - make the ImGui popup close on request. 2019-11-09 14:05:52 +01:00
Christoph Oelckers
fd4680c347 Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui 2019-11-09 13:42:59 +01:00
Christoph Oelckers
d3e6807f61 - fixed infinite loop in compression code. 2019-11-08 17:50:32 +01:00
hendricks266
dc10a8b03d SW, KenBuild: Replace strupr with Bstrupr
git-svn-id: https://svn.eduke32.com/eduke32@8283 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/kenbuild/src/kdmeng.cpp
#	source/sw/src/bldscript.cpp
#	source/sw/src/jbhlp.cpp
2019-11-08 17:42:09 +01:00
hendricks266
fbb75aae0b SW: Replace UCHAR with unsigned char
git-svn-id: https://svn.eduke32.com/eduke32@8282 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-08 17:41:40 +01:00
hendricks266
125ec7ad2c SW: Replace MAXLONG with INT32_MAX
git-svn-id: https://svn.eduke32.com/eduke32@8281 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-08 17:41:39 +01:00
Christoph Oelckers
f52a58d9ac - fixed compilation. 2019-11-08 17:41:19 +01:00
Christoph Oelckers
9aa275f996 - got rid of some editor-only code and the entire buildvfs header
Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
4fc56203c2 - implemented savegame compression
Unfortunately necessary because Ion Fury savegames store 120 GB(!!) of data, mostly zeros.

Unlike the old method, this compresses the entire savegame as one block using a ZLib stream so it should be a lot more efficient now.
2019-11-08 01:36:32 +01:00
Christoph Oelckers
a40be954f1 - same change for RedNukem front end. 2019-11-08 01:04:27 +01:00
Christoph Oelckers
47227fc90f - replaced FILE * with FileReader in savegame code.
FILE* is too inflexible, with FileReader I can plug in a transparent compressor.
2019-11-08 00:26:14 +01:00
Christoph Oelckers
2d46827ecc font
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
d2cbd71dbf - adjustments 2019-11-07 20:30:56 +01:00
Christoph Oelckers
e4735fdff1 - dead code removal. 2019-11-07 00:49:19 +01:00
Christoph Oelckers
51658de730 - fixed savegame path generation 2019-11-06 23:41:56 +01:00
Christoph Oelckers
b6a3a60251 - console output is functional. 2019-11-06 23:40:10 +01:00
Christoph Oelckers
81e9c867da - fixed key binding 2019-11-06 20:34:00 +01:00
Christoph Oelckers
5d31119a49 - fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken. 2019-11-06 19:22:14 +01:00
Christoph Oelckers
6ee807f225 - two things I forgot to save before committing. 2019-11-06 17:57:10 +01:00
Christoph Oelckers
cf6b4c64b1 - little bit of code cleanup
dead code removal and splitting app_main in two to separate its init part from the game loop
2019-11-06 14:12:50 +01:00
Christoph Oelckers
88bf056176 - added a class for cleaner savegame writing 2019-11-06 12:29:08 +01:00
Christoph Oelckers
e87642e197 - cleaned out the remains of the savegame compression hacks
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.

In-stream optional compression is not a good idea anyway, this can and should be done better.

Also: Why  is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00
Christoph Oelckers
f252eaffbc - fixed font translation setup. 2019-11-06 00:00:33 +01:00
Christoph Oelckers
de829128ea - hooked up the 2D drawer
compiles but not tested yet.
2019-11-05 23:35:38 +01:00
Christoph Oelckers
341ca9dd3a - removed the EDuke revision data and replaced it with Demolition's own. 2019-11-05 20:48:34 +01:00
Christoph Oelckers
3a0b8364f7 - removed the OSD entirely. 2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208 - removed most of the old OSD's hooks. 2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e - more cleanup of obsolete OSD code. 2019-11-05 20:16:53 +01:00
Christoph Oelckers
a4483f131d - Printf related cleanup. 2019-11-05 20:07:16 +01:00