alexey.lysiuk
5510df77be
- streamlined CMake configuration of game libraries
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https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Christoph Oelckers
cb652ad147
- use Pal_2D for Duke's title screen.
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This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
e8231f904f
- I have no idea why a fov of exactly 90° does not work.
...
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
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This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
pogokeen
dbc8e63b8b
game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
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git-svn-id: https://svn.eduke32.com/eduke32@8534 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-21 23:57:44 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
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This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
e555d15cc7
renamed the swap function in pragmas.h
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This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers
ef3ade08d3
- silence debug diagnostics for non-test builds
2020-01-20 00:42:40 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
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The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
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Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
298bbb4c97
- removed some leftover pieces of the original savepic code in RR.
2020-01-15 20:52:36 +01:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
c0c18db7cd
- dynamically allocate the large networking buffers.
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These waste a whopping 800MB of address space, which on 32 bit could be the deciding factor for exhausting available memory.
2020-01-15 18:36:53 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
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Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
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All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
9ca2819ad1
- added missing validation to S_GetUserFlags functions.
2020-01-12 09:32:30 +01:00
CommonLoon102
851a82c01f
Blood: prefix the new maphack tokens with md
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# Conflicts:
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:24:13 +01:00
CommonLoon102
bc4a4bea23
Add possibility to move voxels/models via maphacks
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# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:23:53 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
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Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
dc6e7c52c1
- don't pop up the menu over the intro movies when ending a game.
2020-01-08 17:36:21 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
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Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
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This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +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
hendricks266
6a4870e7fb
actors.cpp: Address -Wsometimes-uninitialized warnings
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git-svn-id: https://svn.eduke32.com/eduke32@8528 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-03 11:48:42 +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
d09b83d4a5
- moved the last remaining function out of baselayer.cpp and removed that file.
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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
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
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
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Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
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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
f1891c7750
- fixed compilation.
2019-12-29 22:47:40 +01:00
hendricks266
456d975392
Make the Polymode cstat bits Duke-only by translating them to tspr->clipdist
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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
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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
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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
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
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
2b95808d42
- fixed ambient sounds not restarting in DN3D and RR.
2019-12-28 12:59:19 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
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All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
d8dfe752b5
- fixed handling of music in Redneck Rampage and Shadow Warrior.
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After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
hendricks266
8e6a54a1e4
Mostly clean up the codebase in preparation for tspritetype != uspritetype
...
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite
git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/polymer.h
# source/build/src/engine.cpp
# source/build/src/engine_priv.h
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/astub.cpp
# source/duke3d/src/game.h
# source/duke3d/src/m32common.cpp
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
# source/kenbuild/src/bstub.cpp
# source/kenbuild/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266
33ad4b9860
Fix -Wfallthrough error in gamevars.h
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git-svn-id: https://svn.eduke32.com/eduke32@8495 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:26:09 +01:00
Christoph Oelckers
dd984c94b0
- fixed extended quote management.
2019-12-25 17:13:36 +01:00
Christoph Oelckers
414201e741
- fixed palette translucency after aborting movie playback.
2019-12-25 17:13:10 +01:00
Christoph Oelckers
120a985b98
- disable palette transparency for color 255 when running an animation.
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There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
5e821de481
- replaced the leaky hash table that was used to handle the animations.
...
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00