Christoph Oelckers
02fff2df06
- refactored wchoice and sensitivity CVARS
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This is all that's needed for now, the remaining ones can wait.
2019-10-23 17:21:14 +02:00
Christoph Oelckers
18430c6c9f
- refactored r_fpslimit
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Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
2019-10-23 17:07:29 +02:00
Christoph Oelckers
7fd05edbba
- missed one
2019-10-23 14:39:46 +02:00
Christoph Oelckers
43413e4dff
- r_useprecache
2019-10-23 14:39:33 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
5dec4736ce
- r_drawweapon, r_showfps, r_showfpsperiod
2019-10-23 01:04:07 +02:00
Christoph Oelckers
e5d38b2d30
- in_mouseflip and in_mousesmoothing
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in_mousemode removed from persistent state because of how it is used.
Saving it makes no sense.
2019-10-23 00:59:01 +02:00
Christoph Oelckers
b73cf76f05
- in_mousebias and in_mousedeadzone
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Actually, two totally useless options being preserved for historical significance.
Urgh.
2019-10-23 00:55:48 +02:00
Christoph Oelckers
c0c62fe367
- in_mouseaiming
2019-10-23 00:51:49 +02:00
Christoph Oelckers
7501120dc8
- in_mouse and in_joystick
2019-10-23 00:41:28 +02:00
Christoph Oelckers
8f06f0748d
- minor CVAR cleanup and refactoring of one more
2019-10-23 00:30:51 +02:00
Christoph Oelckers
713250cc64
- refactored a few more CVARs.
2019-10-23 00:20:27 +02:00
Christoph Oelckers
d476037f45
- hooked up hud_custom.
2019-10-22 23:43:16 +02:00
Christoph Oelckers
fe2bb036b7
- fixed bad parameter.
2019-10-22 23:32:15 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
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Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Grind Core
b6c16abf6f
Refactor:
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- PLAYER.H structs
- ACTOR.H structs
# Conflicts:
# source/blood/src/db.h
# source/blood/src/player.h
2019-10-22 17:49:59 +02:00
Christoph Oelckers
a829f1cb52
- fixed all compile errors.
2019-10-22 17:47:24 +02:00
Christoph Oelckers
edce0d33e3
- refactored crosshairscale CVAR
2019-10-22 17:00:22 +02:00
Christoph Oelckers
bdf2d24b21
- refactored cl_weaponswitch
2019-10-22 02:31:14 +02:00
Christoph Oelckers
3f48ecd479
- 5 more Blood exclusive CVARs.
2019-10-22 02:15:24 +02:00
Christoph Oelckers
8431266d27
- refactoring of music CVARs
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This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00
Christoph Oelckers
d2be5a4db9
- removed the OSD CVARs
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They'll be removed anyway when the current OSD is tossed.
No need to bother.
2019-10-22 01:16:02 +02:00
Christoph Oelckers
38187a1870
- simple to convert demo CVARs
2019-10-22 01:06:02 +02:00
Christoph Oelckers
c5cb86bf2b
- sevral simple CVARs ported
2019-10-22 01:00:22 +02:00
Christoph Oelckers
279c0caea4
- autosave variables
2019-10-22 00:58:51 +02:00
Christoph Oelckers
dbe3cadd0f
- refactored autorunning CVARs
2019-10-22 00:52:07 +02:00
Christoph Oelckers
87653b50d4
- these were missing.
2019-10-22 00:18:58 +02:00
Christoph Oelckers
39c6af9b0a
- cl_automsg
2019-10-22 00:14:39 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
79d02a405e
- started transitioning the CVARs.
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This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
2019-10-21 23:29:48 +02:00
Christoph Oelckers
f7b9fb92c1
- added back ZDoom's CVAR code and hooked into the OSD.
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This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00
Christoph Oelckers
bc8578e153
- brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation.
2019-10-21 21:36:05 +02:00
Christoph Oelckers
0d737ee130
- removed all code related to the -usecwd command line switch.
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While feature-wise ok this was far too scattered throughout the frontends and needs to be done in a more concise way.
2019-10-21 19:51:12 +02:00
CommonLoon102
c342d25879
disable respawn for spawned dudes ( #223 )
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makes sense
# Conflicts:
# source/blood/src/view.cpp
2019-10-21 19:37:39 +02:00
terminx
91dac5c73a
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
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git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
b2421887a1
Use stat() instead of fopen() to detect existing files when saving screenshots
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git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers
72b87e5bd7
- fixed compilation.
2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161
- refactored most of the remaining calls to kopen4load
2019-10-21 17:16:08 +02:00
Christoph Oelckers
1269a1715f
Fixed stupid typo in class name
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It should read BuildTiles, not BuildFiles.
It's a tile manager, not a file manager!
2019-10-21 09:22:55 +02:00
Christoph Oelckers
0c4ffdea43
- do not use the cache for loading voxel data
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This stuff is software rendering only so should be made optional anyway.
But aside from that it was the last non-sound data, being loaded into the cache.
With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers
64959be33e
- Don't use the global cache for caching tiles
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Sincce the cache is scheduled for removal anyway this makes no sense, this should be handled by a more generic texture eviction logic that's needed anyway to deal with accumulating texture data.
2019-10-21 01:01:38 +02:00
Christoph Oelckers
5333f6adc1
- refactored a few more - simple stuff but lots of lines.
2019-10-21 00:13:17 +02:00
Christoph Oelckers
5022c58a63
- refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend.
2019-10-20 23:37:07 +02:00
Christoph Oelckers
d3c2d8e96f
- refactored file access in the movie player.
2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717
- refactoring of palette loader.
2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a
- refactored file access in RR frontend's sound code.
2019-10-20 21:56:13 +02:00
terminx
9aae157e27
This helps the player not fall off of the edges of certain types of moving sectors as easily
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git-svn-id: https://svn.eduke32.com/eduke32@8245 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:53 +02:00
terminx
4c28d25e3f
Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
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git-svn-id: https://svn.eduke32.com/eduke32@8244 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:51 +02:00
terminx
6f6d568720
This fixes most issues with the player clipping through the walls of rotating sectors
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git-svn-id: https://svn.eduke32.com/eduke32@8243 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:50 +02:00
terminx
21025ea18f
Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
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git-svn-id: https://svn.eduke32.com/eduke32@8242 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:49 +02:00