Christoph Oelckers
6bffdf80a1
- finally managed to merge in the original texture system commit.
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Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
7a84887fc4
- transitioned FTexture.
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Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
83e2a342d2
- let the fonts use image sources, not textures as their base class for glyphs.
2020-05-24 16:32:52 +02:00
Christoph Oelckers
da26d1cec4
- more trivial adjustments.
2020-05-24 00:38:10 +02:00
Christoph Oelckers
50ab68b53b
- moved filesa to common
2020-05-23 23:53:38 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
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We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
43033e830a
- Blood now also starts the first level without leaks.
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I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00
Christoph Oelckers
dab7c43f7c
- fixed all compiler errors.
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It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
bb67a1ba38
- some reworking of the texture code to make integration of Build tiles easier.
2019-10-12 08:54:06 +02:00
Christoph Oelckers
fdbb27a796
- added back the paletted texture readers.
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... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
2019-10-11 19:21:36 +02:00
Christoph Oelckers
1a5e64329f
- added stripped down versions of GZDoom's texture classes
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We need something more manageable to deal with the textures - and the hightile code in particular needs a better backend to read the images.
2019-10-05 19:38:25 +02:00