Commit Graph

9865 Commits

Author SHA1 Message Date
terminx e4add4956b Factor conditions for locking player movement out into new P_CheckLockedMovement() function
git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx 9e86e83da8 Use ClockTicks class for the timer values saved and restored when creating a savegame
git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers a32da009bd - moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer. 2020-01-29 19:06:26 +01:00
alexey.lysiuk 9dd3213393 - fixed path traversal on POSIX platforms 2020-01-29 11:41:23 +02:00
alexey.lysiuk 93fb98413e - fixed compilation with GCC and Clang
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl 305e6fa617 Move a few more vars to engine.cpp 2020-01-28 22:54:57 +01:00
Magnus Norddahl 113c0d8b34 Move engine variables not managed by polymost.cpp to engine.cpp 2020-01-28 22:41:07 +01:00
Magnus Norddahl ba23ebdc0f Set functions and variables that can be static to be static 2020-01-28 22:21:53 +01:00
Christoph Oelckers 9b88d41169 - fixed compile errors. 2020-01-28 21:44:39 +01:00
Christoph Oelckers e119dc841b - fixed setup of hires textures.
File check was accidentally inverted.
2020-01-28 21:36:30 +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
Christoph Oelckers 809b687969 - removed the Build color matching code
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
alexey.lysiuk c0bd8f80e7 - configured use of libvpx for all platforms
MSVC uses libvpx stored in the repository if lookup for external headers and libraries failed
2020-01-28 11:04:48 +02:00
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
Rachael Alexanderson 212cfde186 - add levelwarp cheat to Redneck and Duke 2020-01-27 22:29:47 -05:00
Rachael Alexanderson 999986e6cd - replace Linux xpm icon, even though it doesn't seem like it's ever being used 2020-01-27 21:31:08 -05:00
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
alexey.lysiuk 5510df77be - streamlined CMake configuration of game libraries
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson 1c8c2543cb - fixed: Shadow Warrior: End sequence was still 'hung' 2020-01-27 11:11:21 -05:00
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
Christoph Oelckers d73f0c7b8f - fixed the merge 2020-01-26 21:01:22 +01:00
Christoph Oelckers 1ba5eaa281 - reactivate the #ifdef'd stuff in the project 2020-01-26 20:28:34 +01:00
NoOneBlood 0693b0efc8 - Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
and changes that was required to minimize their amount in code.

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/db.cpp
#	source/blood/src/db.h
#	source/blood/src/dude.h
#	source/blood/src/gameutil.cpp
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
nukeykt 5db1f95b29 Prevent OOB issues in old pushmove 2020-01-26 18:17:25 +01:00
nukeykt dc9b37c847 More faithful old pushmove implementation
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +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
alexey.lysiuk 687573d4c5 - fixed crash during initialization in Cocoa backend 2020-01-26 16:41:52 +02:00
alexey.lysiuk 3b71e8090f - added POSIX source files to generated projects 2020-01-26 16:40:43 +02:00
alexey.lysiuk e7b013e201 - setup icon for macOS application bundle 2020-01-26 16:39:10 +02:00
alexey.lysiuk 52916e5f55 - disabled mandatory code signing by Xcode 2020-01-26 16:38:13 +02:00
alexey.lysiuk a6bbf9cfac - deleted unused application bundle files 2020-01-26 16:36:52 +02:00
Christoph Oelckers 43f48a10dd - partial fix for the broken sky in E3M2 of Blood. 2020-01-26 13:45:33 +01:00
Christoph Oelckers 4c6265e246 - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
Christoph Oelckers 00da92377a - clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque. 2020-01-26 11:54:50 +01:00
Christoph Oelckers cb652ad147 - use Pal_2D for Duke's title screen.
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers 3be4364d6e - fixed file checks for Blood cutscenes.
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers 245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers 51d5236216 - made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'. 2020-01-25 20:21:49 +01:00
Christoph Oelckers be0242e919 - use correct indices for the palette tester CVARs. 2020-01-25 19:10:05 +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
Rachael Alexanderson 3d84384678 - Blood: add levelwarp 'e' 'm' cheat 2020-01-25 11:10:16 -05:00
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 7765fa45cd - Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker 2020-01-25 10:36:18 -05:00