Commit graph

557 commits

Author SHA1 Message Date
alexey.lysiuk
2dafa4555d - fixed accessing Steam games on Linux and macOS
Special $STEAM "environment variable" should not be expanded
2020-02-01 13:17:02 +01:00
Christoph Oelckers
4ea61f37fb - 0.3.3 2020-01-30 22:15:44 +01:00
Christoph Oelckers
eac1007c56 - automap color fix. 2020-01-30 22:05:18 +01:00
Christoph Oelckers
08a5c5ff4d - added support for loading eduke.con for DN3D mods.
This is EDuke32's standard so it needs to be handled for mods using this name.
2020-01-30 20:53:39 +01:00
Christoph Oelckers
cec7b006ca Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-29 22:06:48 +01:00
Christoph Oelckers
a0fa0560d4 - removed in_mousedeadzone CVAR. 2020-01-29 21:51:57 +01:00
Christoph Oelckers
68dc8d1812 - remove in_mousedeadzone, mirroring EDuke's removal of this. 2020-01-29 21:06:47 +01:00
alexey.lysiuk
9dd3213393 - fixed path traversal on POSIX platforms 2020-01-29 11:41:23 +02:00
Christoph Oelckers
9b88d41169 - fixed compile errors. 2020-01-28 21:44:39 +01:00
Christoph Oelckers
08ec38ce75 - fixed some missing menu texts. 2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe - rewrite of tileCopySection 2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
alexey.lysiuk
d56fb25975 - fixed compilation of POSIX targets
source/common/music/music.cpp:118:52: error: call of overloaded ‘FString(FName&)’ is ambiguous
    source/common/utility/zstring.h:133:2: note: candidate: FString::FString(char)
    source/common/utility/zstring.h:131:2: note: candidate: FString::FString(const char*)
2020-01-28 11:00:25 +02:00
Christoph Oelckers
6f396ae368 0.3.2 2020-01-28 00:05:10 +01:00
Christoph Oelckers
9ca1e56713 - added extended sound lookup as well plus menu options. 2020-01-27 22:29:45 +01:00
Christoph Oelckers
67a0954c32 - fixed option menu positioning. 2020-01-27 22:29:00 +01:00
Christoph Oelckers
ab5bc0e435 - more reworking of music lookup.
extended lookup now also supports looking for substitutions inside the file system.
2020-01-27 21:39:15 +01:00
Christoph Oelckers
5de7fbca37 - consolidation of music lookup code for user maps. 2020-01-27 20:53:41 +01:00
Rachael Alexanderson
a2b7aa18d1 - fixed - menudef was not detecting properly the presence of OpenAL 2020-01-26 18:42:52 -05:00
Christoph Oelckers
6f3bbcba46 - fixed the demo setup for Blood.
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
alexey.lysiuk
2f4078d99e - fixed rendering on macOS
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
Christoph Oelckers
245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers
99c4b6b6d7 - don't let environmental palettes (like underwater) affect the HUD and menu. 2020-01-25 18:48:48 +01:00
Christoph Oelckers
8f41964f56 - fixed handling of statistics data.
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
a431d6e190 - fix compile on Clang 9 2020-01-23 13:36:30 -05:00
Christoph Oelckers
bcc254e0ba - enabled '+' command line args to execute CCMDs on startup. 2020-01-23 19:14:10 +01:00
Christoph Oelckers
aebea2eb92 - added special SW handling for music lookup plus optional debug output where music is picked from. 2020-01-23 19:01:51 +01:00
Christoph Oelckers
7a5efde1c9 - I think a version bump may be in order. 2020-01-23 18:20:53 +01:00
Christoph Oelckers
bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
a7b020d1a8 - implemented proper screen size scaling for Exhumed. 2020-01-22 16:14:01 +01:00
Christoph Oelckers
dcbb936a9b - fixed hud_scale for Shadow Warrior. 2020-01-22 15:21:07 +01:00
Christoph Oelckers
09106b3159 - fixed the HUD size slider for Blood. 2020-01-22 13:53:26 +01:00
Christoph Oelckers
9c423ae6a3 - take down the level outside the LoadGame function in ShadowWarrior.
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
12d4f12da5 - removed the 'experimental' switch for Exhumed.
The game works better than Shadow Warrior so this seems pointless.
2020-01-21 22:08:05 +01:00
Christoph Oelckers
493525a58e - consolidation of engine save code.
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
acf7f29dbd - moved Exhumed's engine state save code into the common part.
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00
Christoph Oelckers
cacbd7d8b6 - reset YAX data before loading a game.
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Rachael Alexanderson
a637ec60c4 - finally - we have a compile on linux! 2020-01-20 05:46:18 -05:00
Rachael Alexanderson
d9563dae73 Merge remote-tracking branch 'origin/master' into fix-linux-compile 2020-01-20 03:00:16 -05:00
Christoph Oelckers
352c099b5a - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
Christoph Oelckers
454f796b69 - collect all 3D geometry in a list so that it can be rendered later.
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
2bc1708870 - removed the complete crosshair color hackery.
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
1a916c0a76 - use the vertex buffer to render the post processed screen image. 2020-01-18 16:14:30 +01:00
Christoph Oelckers
a4d8e68b9f - added an engine credits menu page. 2020-01-15 20:39:41 +01:00
Christoph Oelckers
4aacd6d958 - display the savepics.
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers
7b6bd34a58 - create the savepic framebuffer without multisampling.
It didn't work and doesn't need it so let's save that piece of video memory.
2020-01-14 19:50:47 +01:00
Magnus Norddahl
e923ef5d3a Add missing M_FinishPNG call 2020-01-14 14:22:03 +01:00
Magnus Norddahl
a8614c89dd Fix incorrect pitch size when creating savepic 2020-01-13 19:50:25 +01:00
Christoph Oelckers
dc5b8d27f8 - infrastructure for savegame pics.
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.
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