Commit graph

442 commits

Author SHA1 Message Date
hendricks266
dcba445f4e SW: Fix file loading and init sequence
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
#	source/duke3d/src/game.cpp
#	source/sw/src/common.cpp
#	source/sw/src/common_game.h
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
hendricks266
797c79d4a5 Move registry reading to engine
git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
hendricks266
9b21fe0c28 Move VDF parsing to engine
git-svn-id: https://svn.eduke32.com/eduke32@8267 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/common.h
#	source/duke3d/src/common.cpp
2019-10-30 18:15:00 +01:00
Christoph Oelckers
f8203ac766 - fixed the compile errors and consolidated the key binding CCMDs. 2019-10-28 06:47:49 +01:00
Christoph Oelckers
e7f75cbf4d WIP 2019-10-28 01:12:31 +01:00
Christoph Oelckers
c0d5ca8ab8 - Config work almost done.
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers
038c1ba4ba - more CVARs. 2019-10-27 09:53:09 +01:00
Christoph Oelckers
4b5ec2aabb - transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers
1e0d49f947 - game starts again. 2019-10-26 13:16:32 +02:00
Christoph Oelckers
1c29169492 -perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function. 2019-10-26 10:30:08 +02:00
Christoph Oelckers
0d878a8604 - some needed cleanup on the control code before testing can start. 2019-10-26 10:16:39 +02:00
Christoph Oelckers
5cf5c74695 - let kopenFileReader have a look into demolition.pk3 if nothing else is found.
This should help as long as the old resource management is still in place.
2019-10-25 02:01:52 +02:00
Christoph Oelckers
8730ce552b - make things compile again.
Let's hope it still works...
2019-10-24 20:28:46 +02:00
nukeykt
e6f53f7c30 Resolve merge issues
# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.sln
#	platform/Windows/props/build_common.props
#	source/audiolib/include/music.h
#	source/blood/src/blood.cpp
#	source/blood/src/gui.cpp
#	source/blood/src/mapedit.cpp
#	source/blood/src/sound.cpp
#	source/build/include/vfs.h
#	source/build/src/vfs.cpp
2019-10-24 19:48:11 +02:00
Christoph Oelckers
20df360778 - converted the Polymost CVARs. 2019-10-23 21:11:37 +02:00
Szilárd Biró
c419fae31b Fix compiling without OpenGL 2019-10-23 18:37:56 +02:00
Christoph Oelckers
63f020996e - a few more CVARs 2019-10-23 01:30:43 +02:00
Christoph Oelckers
e5aa6c5df0 - refactored the HUD scaling into something manageable.
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
Christoph Oelckers
30e9eed1b3 - the next CVAR, cl_autoaim 2019-10-22 00:05:21 +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
Christoph Oelckers
2be5727137 - refactored all file reading in the savegame code to the FileReader interface.
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f - refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers
75205ca69c - do not throw exceptions to exit without proper handling. 2019-10-20 11:28:16 +02:00
Christoph Oelckers
2316957026 - made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx
63713002b3 Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	libraries/enet/LICENSE
#	libraries/enet/callbacks.c
#	libraries/enet/compress.c
#	libraries/enet/enet/callbacks.h
#	libraries/enet/enet/enet.h
#	libraries/enet/enet/list.h
#	libraries/enet/enet/protocol.h
#	libraries/enet/enet/time.h
#	libraries/enet/enet/types.h
#	libraries/enet/enet/unix.h
#	libraries/enet/enet/utility.h
#	libraries/enet/enet/win32.h
#	libraries/enet/host.c
#	libraries/enet/list.c
#	libraries/enet/packet.c
#	libraries/enet/peer.c
#	libraries/enet/protocol.c
#	libraries/enet/unix.c
#	libraries/enet/win32.c
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	platform/Windows/eduke32.sln
#	platform/Windows/eduke32.vcxproj
#	source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx
8b43ed5777 Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/timer.cpp
#	source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx
91fde580ce Use nanosleep instead of usleep
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx
8e088f6659 Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx
c86af959b9 Add optional duration parameter to idle()
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
Christoph Oelckers
efcf447398 - moved newly added file to its proper place. 2019-10-20 07:51:35 +02:00
terminx
4dfae31900 Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
Christoph Oelckers
7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
5fa879d5d1 - use texture clamping for skies, because these textures do not always wrap. 2019-10-19 19:29:59 +02:00
Christoph Oelckers
cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers
00630f728f - fixed voxel rendering.
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers
dab7c43f7c - fixed all compiler errors.
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
23265ad213 - rework of texture management for models
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
530a9944f7 - texture loader redone but not tested yet
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.

Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers
3da49ad20a - safety commit: all relevant code for the texturing system has been moved to texcache.cpp. 2019-10-17 21:44:34 +02:00
Christoph Oelckers
bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
1426ebec20 Moved hightile replacement data into the textures
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers
4f8e0dd936 - cleaned up a few copyright notices and unified licenses 2019-10-17 09:42:11 +02:00
Christoph Oelckers
0aa5db7969 - project rework to shorten compile times.
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers
64e116a4b1 - use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers
4dc69620b7 - cleanup 2019-10-15 23:56:29 +02:00
Christoph Oelckers
57c221644a - transitioned all texture options of the def file 2019-10-15 23:38:01 +02:00
Christoph Oelckers
bb78db71bc - tileDelete / tileSetDummy 2019-10-15 23:29:47 +02:00
Christoph Oelckers
9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00