Christoph Oelckers
272d85663a
- moving files...
2020-05-24 20:39:40 +02:00
Christoph Oelckers
9bb1e43c9f
- picanmbackup must be initialized.
2020-05-24 20:30:02 +02:00
Christoph Oelckers
6007d5dc8f
- fixed typo in offset setter.
2020-05-24 20:11:17 +02:00
Christoph Oelckers
7a84887fc4
- transitioned FTexture.
...
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
71ab8c0b10
- fixed compilation.
2020-05-24 16:56:16 +02:00
Christoph Oelckers
2e8566c6eb
- console code fixes from GZDoom.
2020-05-24 16:47:18 +02:00
Christoph Oelckers
4523ad5f7e
- Linux compile fixes.
2020-05-24 16:47:00 +02:00
Christoph Oelckers
e828710072
- updated common/utility.
2020-05-24 16:46:31 +02:00
Christoph Oelckers
556eb44690
- moved gl_load to 'common'.
...
# Conflicts:
# source/CMakeLists.txt
# source/common/rendering/gl_load/gl_interface.cpp
2020-05-24 16:44:13 +02:00
Christoph Oelckers
6851416e6b
- make stats.cpp compile.
2020-05-24 16:42:42 +02:00
Christoph Oelckers
6276001a7c
- cleanup
2020-05-24 16:42:36 +02:00
Christoph Oelckers
db21b3ec35
- cleanup
2020-05-24 16:38:16 +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
be8813f962
- hooked up a few things and re-enabled some code depending on the texture manager.
2020-05-24 16:19:44 +02:00
Christoph Oelckers
e985db3d08
- added GZDoom's texture manager.
...
It doesn't do anything yet, but it can now be used to manage textures.
2020-05-24 16:11:10 +02:00
Christoph Oelckers
e6b94d35ff
- reorganized how BuildTiles stores its data.
...
Arrays of struct are better than struct of arrays.
2020-05-24 15:02:20 +02:00
Christoph Oelckers
2c5737795f
- animation fix.
2020-05-24 14:23:39 +02:00
Christoph Oelckers
d6786cf0eb
- final cleanup of picanm code.
2020-05-24 13:53:27 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
db4850a028
- added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index.
2020-05-24 10:30:09 +02:00
Christoph Oelckers
cbeb481d59
- what is it with passing data to subfunctions through global variables? :(
2020-05-24 09:04:25 +02:00
Christoph Oelckers
0c029750b6
- moved hightile replacements out of the texture class.
2020-05-24 08:47:45 +02:00
Christoph Oelckers
498b19873d
- split up textures.h.
2020-05-24 07:58:56 +02:00
Christoph Oelckers
da26d1cec4
- more trivial adjustments.
2020-05-24 00:38:10 +02:00
Christoph Oelckers
00e7b2fa25
- simple stuff from the texture manager inclusion commit.
...
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
1954ac0374
- added the other image formats from GZDoom.
2020-05-24 00:15:38 +02:00
Christoph Oelckers
50ab68b53b
- moved filesa to common
2020-05-23 23:53:38 +02:00
Christoph Oelckers
d0cbf21dbe
- swapped the image source implementations with GZDoom's.
2020-05-23 23:46:44 +02:00
Christoph Oelckers
ab6e87b5f8
- workaround for Ion Fury display glitches on the first map.
...
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
2703823ac4
- fixed palette setup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
2d29d130c0
- fixed Blood startup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f64bdccaca
- moved renderstyle to 'common' and use GZDoom's color table code unaltered.
...
# Conflicts:
# source/CMakeLists.txt
# source/common/engine/serializer.h
2020-05-23 22:43:05 +02:00
Christoph Oelckers
b8a289bf61
- move brightmap handling to the common code.
...
# Conflicts:
# source/common/utility/basics.h
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 22:43:05 +02:00
Christoph Oelckers
ae6403a205
- added a level of abstraction to the lookup table code to ease later refactoring.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a
- refactoring of the lookup tables.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
daf77e55f7
- fixed compilation.
...
Much of this commit will have to be undone later, once the texture manager becomes available.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
c0217c9152
- removed the remaining Doom-specific parts of the script compiler.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
006916a0a6
- added the script compiler's front end.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
99d3dc67ae
- added all FString exports for scripting.
2020-05-23 22:43:03 +02:00
Christoph Oelckers
4b8444b64d
- 'common' update.
2020-05-23 22:43:03 +02:00
Christoph Oelckers
4d44682603
- integrated ZScript backend
2020-05-23 22:43:03 +02:00
Christoph Oelckers
091d90aba5
- update "common" subfolder.
...
# Conflicts:
# source/CMakeLists.txt
2020-05-23 22:43:02 +02:00
Christoph Oelckers
ada5ad5ec3
- missed adding a file...
2020-05-23 22:43:02 +02:00
Christoph Oelckers
920f9a3f3f
- cleaned out all Doom dependencies from the DObject system.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
bb9a077424
- reactivated some more code after integrating the VM core.
...
There's a few bits here and there that only have meaning in Doom but they are kept to allow using the same unaltered source files in both engines.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
a6d982ed04
- resolve the single Doom specific dependency in the VM by using a callback.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
c9b2399cd0
- added a first bunch of ZScript code.
...
# Conflicts:
# source/CMakeLists.txt
# source/common/utility/basics.h
# source/core/serializer.h
2020-05-23 22:43:01 +02:00
Christoph Oelckers
c1f7cf1c3a
- added DObject as a preparation for the ZScript compiler. Currently large parts are disabled because the backing features are not present yet.
...
# Conflicts:
# source/CMakeLists.txt
2020-05-23 22:43:01 +02:00
Christoph Oelckers
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
...
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
alexey.lysiuk
57efff200a
- fixed compilation of Linux target
...
source/core/raze_music.cpp:84:53: error: request for member ‘GetChars’ in ‘ext’, which is of non-class type ‘const char*’
2020-05-23 17:17:55 +03:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +02:00
Christoph Oelckers
f0f17fa34f
- moved sound code to "common".
2020-05-23 12:59:12 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
...
# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers
c81e79e635
- fixed merge error.
2020-05-23 12:59:03 +02:00
Christoph Oelckers
cfe02cebf1
- moved music code to "common"
2020-05-23 12:37:47 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
...
# Conflicts:
# source/core/music/music.cpp
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
d0406e27b6
- all base palette data has been transitioned to GPalette.
2020-05-23 12:31:05 +02:00
Christoph Oelckers
6f9ee4b60f
- store palettes in the palette container.
2020-05-23 12:31:05 +02:00
Evan Ramos
960d4b6ecc
Duke3D: Fix breaking glass
...
Amends dc46c60e9fb511c0bc955ca39ea48ccfa3b02a24
2020-05-22 23:41:14 +02:00
NY00123
cf22b4da0a
sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which
...
is now required. Previously, it would be called from faketimerhandler,
which in turn is called from the engine.
2020-05-22 23:41:13 +02:00
NY00123
a69f738287
sw/src/copysect.cpp: Temporarily disable interpolation of sector object
...
if any of its sectors is impacted by CopySectorWalls. Fixes
a possible flicker with the drill at the end of level 2.
2020-05-22 23:41:11 +02:00
NY00123
ccf6722b70
SW: Don't interpolate a sector object if the corresponding lasttic value is 0
2020-05-22 23:41:10 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
...
separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
d510b9b95a
sw/src/sync.cpp:SOSync: Remove commented out code
2020-05-22 23:41:08 +02:00
NY00123
d43bffd118
SW: Remove unused DoubleInitAWE32 variable
2020-05-22 23:41:07 +02:00
NY00123
f94b38b138
SW: Modify getinput to update oq16ang/oq16horiz with the same amount
...
of change that camq16ang/camq16horiz gets. Such an update is possible
after making sure that UpdateInputs (faketimerhandler) is
never called from domovethings.
# Conflicts:
# source/sw/src/game.cpp
2020-05-22 23:41:05 +02:00
NY00123
6b5cf9525b
sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock
...
and ready2send and the call to timerUpdateClock, which are now done
before calling UpdateInputs itself from RunLevel.
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:40:00 +02:00
NY00123
ae2bcdd1a6
Rename faketimerhandler -> UpdateInputs and keep an empty
...
faketimerhandler stub in SW. This basically deprecates
the usage of faketimerhandler in the game.
2020-05-22 23:39:45 +02:00
NY00123
6daf42a959
sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code
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from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is
done even while staying in the menu; Behaviors will otherwise break.
We should also call timerUpdateClock() before the loop, especially
after removing the call to this function from faketimerhandler soon.
2020-05-22 23:39:43 +02:00
NY00123
25b5d69cab
SW: Remove commented out code accessing non-existing variable
...
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:39:42 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
...
# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
NY00123
916cd01550
SW: While not exactly a favorite of mine, this fixes the floorz updates
...
of the secret rotating pillar in level 1 with SO interpolation.
The drill in level 2 is also covered. So far, SetVatorActive seems
to be the only place where interpolation of ceiling/floorz
may be set, outside of the SO interpolation code.
2020-05-22 23:39:12 +02:00
Christoph Oelckers
f53b348782
- stop the railgun's active sound if another weapon is selected.
2020-05-22 23:02:25 +02:00
Christoph Oelckers
ffbe275a4a
- fixed some issues pointed out by CI.
2020-05-22 20:31:21 +02:00
Christoph Oelckers
f9a3ca8b6f
- fixed compilation.
2020-05-22 18:35:25 +02:00
nukeykt
37c5245775
Blood: fix sprite rendering glitch related to ROR
...
# Conflicts:
# source/blood/src/view.cpp
2020-05-22 18:30:59 +02:00
Evan Ramos
71dc4ff5a4
SW: Fail gracefully from WarpToArea instead of aborting
2020-05-22 18:29:21 +02:00
Evan Ramos
f318d2282a
SW: Clear the background during cinematics
...
# Conflicts:
# source/sw/src/anim.cpp
2020-05-22 18:29:20 +02:00
Christoph Oelckers
6a0785bbd4
- manual update of some missed content.
2020-05-22 18:28:03 +02:00
NoOneBlood
f60fa44efb
- Disable STD random for autobuilds
...
- kModernEffectGen: fix getting middle of the sprite
# Conflicts:
# source/blood/src/nnexts.cpp
2020-05-22 17:43:08 +02:00
nukeykt
6ec33c2954
Blood: do not use tile offsets for voxels
2020-05-22 17:38:35 +02:00
sirlemonhead
17be2617cf
Clean up the FileStream code: Remove non-working Is_Eos() and make Seek() and Skip() return int.
2020-05-22 17:38:21 +02:00
sirlemonhead
6f64967d00
libsmackerdec: Fix incorrect version comparison (though it wasn't breaking anything)
2020-05-22 17:38:04 +02:00
sirlemonhead
e2569d9980
libsmackerdec: Implement GotoFrame() function
...
# Conflicts:
# source/libsmackerdec/src/SmackerDecoder.cpp
2020-05-22 17:37:43 +02:00
NoOneBlood
9428c88e29
- Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon.
...
- Change damage scale and min firedist for Custom Dude.
- Remove unnecessary checks in callback of tracking condition.
- Fix picWidth() function.
- Better initialization of modern stuff.
- kModernSeqSpawner: disable all other spawners with same TX ID when enabling current.
- Fix: sceneQav was not playing if resurrected with COUSTEAU cheat.
- kModernPictureChanger: remove kModernFlag01 feature (deprecated).
- kModernSectorFXChanger: add flags to control where exactly light effect should appear.
- kModernCondition:
- add delay before sending command if condition is true.
- take in account state, so kCmdState and kCmdNotState is useful.
- fix wrong comparison result in some conditions.
- add new various conditions.
- kModernPlayerControl:
- fix start / stop playing qav scene when triggered with event command converted to sprite command.
- add a way to resurrect / heal player.
- add event commands to toggle inventory item status via trigger.
- fix that Remote and Proximity detonators cannot be given.
- add clear all screen effects option.
- proper percents for changing movement / jumping.
- kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink.
- kModernSpriteDamager: treat damage value as percents by default, take in account god mode.
- kModernEffectGen: fix wrong cstat for effects.
- kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it.
- Players: assign or update current player's sprite index for all conditions.
# Conflicts:
# source/blood/src/nnexts.cpp
2020-05-22 17:36:37 +02:00
nukeykt
96c9ca657e
Blood: poll player input at least once to prevent skips
...
Fixes #329
2020-05-22 17:35:39 +02:00
NoOneBlood
c000e2e3b3
- Removed link support for various upper / lower stacks (deprecated)
...
- Removed link support for path marker (deprecated)
- Removed link support for counter sector (deprecated)
- STD random for wind generator
2020-05-22 17:35:11 +02:00
MexMeRcUrY
142e611125
fixes #343
2020-05-22 17:35:01 +02:00
NoOneBlood
569fcc9542
- Custom start health fix
...
- Check for system reserved statnums in gModerMap
2020-05-22 17:34:54 +02:00
NoOneBlood
e3e805b24c
- More compact code for event redirection
...
- Fix demo desync
- Fix MINGW compile warnings
- Move custom start health from data4 to sysData2 in gModern maps
- Proper respawn for custom dude
# Conflicts:
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-05-22 17:34:33 +02:00
NoOneBlood
64de30209b
- Player control: more strict rules for copying properties of xsprite
...
- Fix for custom health when respawning enemy
- Fix for custom dude when respawning it
- Conditions: added way to refresh sprite index in tracking conditions
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-05-22 17:33:05 +02:00
Evan Ramos
8b0da35cb8
Avoid warnings when defining only extra in tilefromtexture
...
# Conflicts:
# source/build/src/defs.cpp
2020-05-22 17:30:52 +02:00
Evan Ramos
26333dcaad
Blood: Make voxels and models loaded via def inherit rotation automatically
2020-05-22 17:30:43 +02:00
nukeykt
1ef8df0a4c
Blood: Fix model yoffset
2020-05-22 17:29:50 +02:00
NoOneBlood
f1f9fcff5c
- Changes for conditions (WIP)
...
- Fix for picWidth();
2020-05-22 17:29:22 +02:00
NoOneBlood
71b110a75e
- Double print in console fix for consoleSysMsg
...
- Changes for kModernCondition
# Conflicts:
# source/blood/src/globals.cpp
2020-05-22 17:29:12 +02:00
NoOneBlood
c27f3b8d20
- Changes in damage scale for Custom Dude
...
- Conditions: added conditions for player and enemies (WIP)
2020-05-22 17:28:48 +02:00
NoOneBlood
014dfc346b
- Added tracking type of conditions. Generally conditions is still WIP.
...
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00
Evan Ramos
4d7b37ca1a
Rednukem: Remove redundant comment and fix formatting
...
# Conflicts:
# source/rr/src/gameexec.cpp
2020-05-22 17:26:36 +02:00
nukeykt
b7294e45a1
Blood : Fix mirror issue
...
Fixes #334 and #338
# Conflicts:
# source/blood/src/menu.cpp
2020-05-22 17:25:54 +02:00