Commit graph

3385 commits

Author SHA1 Message Date
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