Christoph Oelckers
2dc0de5824
- fixed incorrect sampler binding.
2020-01-05 17:37:28 +01:00
Christoph Oelckers
9e7f91b5ac
- fixed size of texture arrays.
...
We need 6 slots, not 5.
2020-01-05 12:56:32 +01:00
Christoph Oelckers
b6862cfd70
- fixed text input menu and y-positioning of option menus.
2020-01-05 12:12:14 +01:00
sirlemonhead
bddcde73f4
PCExhumed: Cheat code fixes.
...
Default to level 0 if no level number is specified and don't crash if only space characters are submitted. Thanks to NY00123 for reporting.
2020-01-05 10:48:55 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
a3020ed867
- don't let joystick/controller axis events register as a keypress for screen advancing.
2020-01-05 10:36:52 +01:00
Christoph Oelckers
9f0bb97e63
- disabled printing the version on Blood's status bar.
2020-01-05 10:22:20 +01:00
Christoph Oelckers
6c6874cb0e
- fixed scissoring with out of range coordinates.
...
Blood's status bar sets such a bogus clipping rectangle.
2020-01-05 10:21:34 +01:00
Christoph Oelckers
e84acb7e2f
- invalidate the render state after finishing a frame.
...
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
2020-01-05 09:38:44 +01:00
Christoph Oelckers
e61e77fb82
- handle textures in the render state.
...
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Christoph Oelckers
f6251cdf66
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-04 23:23:50 +01:00
Christoph Oelckers
e982c30590
- fixed Shadow Warrior's mirror code.
2020-01-04 23:23:36 +01:00
sirlemonhead
5e6c109d35
PCExhumed: Correct variable name/usage in runlist channel loop.
2020-01-04 10:06:15 +01:00
Magnus Norddahl
0714155e3a
Fix ssao no longer working
2020-01-04 09:54:47 +01:00
Christoph Oelckers
ed813562eb
- fixed sound in Blood cutscenes.
2020-01-04 00:07:20 +01:00
Christoph Oelckers
d4b32c535a
- moved matrices to render state.
2020-01-03 23:38:50 +01:00
Christoph Oelckers
9de5814063
- fixed bad alpha setting for rotatesprite calls.
2020-01-03 22:05:00 +01:00
Christoph Oelckers
73950458d4
- fixed mouse selection for generated menus.
2020-01-03 21:28:01 +01:00
Christoph Oelckers
5cc165587e
- added mouse control for image scroller menu.
2020-01-03 20:53:38 +01:00
Christoph Oelckers
4155d49e59
- fixed menu slider rendering.
2020-01-03 20:40:56 +01:00
Christoph Oelckers
39c55199f9
- added a few missing menu things.
2020-01-03 20:37:02 +01:00
Christoph Oelckers
f2cc7e3636
- The interpolation code needs the current frame rate so it must be retrieved.
2020-01-03 20:13:44 +01:00
Christoph Oelckers
064a453b41
- fixed: Key up events were processed as character input.
...
This broke the cheat input in Duke Nukem.
2020-01-03 19:28:54 +01:00
Magnus Norddahl
13a7b7d4b2
Hook up gl_ssao
2020-01-03 18:34:43 +01:00
Christoph Oelckers
6ba04e7a09
- fixed voxel rendering in indexed color mode.
2020-01-03 18:30:00 +01:00
Christoph Oelckers
f743b22661
- render voxels as triangles instead of quads.
...
Quads are not available in the core profile which is required to run GL 3.3 on macOS.
2020-01-03 18:09:05 +01:00
Christoph Oelckers
07754b3255
- std::filesystem is gone.
2020-01-03 17:56:22 +01:00
Christoph Oelckers
9f0b720b25
-second function freed of std::filesystem.
2020-01-03 17:34:52 +01:00
Christoph Oelckers
c82d6de6c3
- fixed a few typos and uninitialized variables.
2020-01-03 17:08:41 +01:00
Christoph Oelckers
78e7b2dd8c
- getting rid of std::filesystem, part one.
...
Since it's not usable on macOS it needs to go.
2020-01-03 14:19:52 +01:00
hendricks266
6a4870e7fb
actors.cpp: Address -Wsometimes-uninitialized warnings
...
git-svn-id: https://svn.eduke32.com/eduke32@8528 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-03 11:48:42 +01:00
Christoph Oelckers
e2d64a1c4a
- copied anim fix to RR.
2020-01-03 11:47:10 +01:00
Christoph Oelckers
6c55d8ed69
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-03 11:43:56 +01:00
Christoph Oelckers
ce75832945
- color and depth func moved to render state.
2020-01-03 11:43:44 +01:00
Christoph Oelckers
27ed6cdae5
- viewport and scissor moved to render state.
2020-01-03 10:48:22 +01:00
Christoph Oelckers
cfc0ba48cb
- moved render style handling to the render state and simplified its storage to use FRenderStyle instead of its components.
2020-01-03 10:48:22 +01:00
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