Commit Graph

13989 Commits

Author SHA1 Message Date
Mitchell Richters a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Mitchell Richters 92d1d7fbde - Fix potential overflow issue in `binangle::tosigned()` and `getincanglebam()`. 2021-04-15 08:25:08 +10:00
Christoph Oelckers 9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
Christoph Oelckers f6c4c19b02 - added a filter to the directory loader to remove EDuke32's texture cache files.
These cause problems with the texture manager.
2021-04-14 22:12:15 +02:00
Christoph Oelckers f83e678ea0 - use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers 2b1072eb91 - fixed bad sector addressing in flat sprites drawer. 2021-04-14 19:17:40 +02:00
Christoph Oelckers 5c306c61d6 - better fix for shadow rendering. 2021-04-14 14:46:15 +02:00
Christoph Oelckers bc007d75de - make map art work. 2021-04-14 14:16:09 +02:00
Christoph Oelckers f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers b5dbc3cf29 - allow specifying startup .con files via GAMEINFO. 2021-04-13 18:08:55 +02:00
Christoph Oelckers 4fe3c50c7c - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers 6ad3ac8ef9 - added GameID field to GrpInfo.
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers 230312e7f3 - re-fixed Blood skill selection. 2021-04-13 18:08:55 +02:00
Mitchell Richters 7b57df3c8f - Exhumed: Redo player panning code.
* Initial implementation from d32dcd5f8e was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303.
2021-04-13 21:56:01 +10:00
Christoph Oelckers eaebcfcd7d - Exhumed: hotfix for moving on sloped floors 2021-04-13 00:31:50 +02:00
Christoph Oelckers aba5099ccb - added widescreen graphics credits to the Engine Credits menu. 2021-04-13 00:31:49 +02:00
Christoph Oelckers 88fb2185fa - Blood: default skill is 2, not 3. 2021-04-13 00:31:49 +02:00
Christoph Oelckers 92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +02:00
Christoph Oelckers 798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers 9598b626c9 Merge branch 'master' into newrenderer2 2021-04-12 20:03:50 +02:00
Christoph Oelckers 1e40e93da4 - fixed the vertical offsets of the World Tour skies.
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers ac04403292 - added native support for Nightfright's Alien World Order" GRP generator. 2021-04-12 19:35:39 +02:00
Christoph Oelckers 89be30b720 - handle fullbright sprite hackery using negative shade values. 2021-04-12 18:57:10 +02:00
Christoph Oelckers efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers bf019ac028 - Build must draw the sky for completely closed sectors as well. 2021-04-12 16:31:44 +02:00
Christoph Oelckers 3cc05e5532 - fixed handling of single-tile skies with palette translation. 2021-04-12 16:00:00 +02:00
Christoph Oelckers 26d737c279 - fixed double-add of xoffset for wall sprites. 2021-04-12 15:50:52 +02:00
Christoph Oelckers 10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers 135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers 9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers 6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +02:00
Christoph Oelckers aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +02:00
Christoph Oelckers 42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers 0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers 32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers 6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Mitchell Richters e959226914 - Fix RRRA bike/boat angle adjustments following changes in f343bd8d5e.
* Because we're wrapping a negative number around to be unsigned, we need to do that after we've done our bit-shift operations.
2021-04-11 18:34:07 +10:00
Christoph Oelckers 387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers 9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters f343bd8d5e - Fix death camera issues stemming from f254eeb465.
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00