Christoph Oelckers
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bad2c2e55f
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- backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
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2021-08-14 10:04:45 +02:00 |
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Christoph Oelckers
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8a8379f5fc
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- Backend update from GZDoom.
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2021-07-11 09:50:36 +02:00 |
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Christoph Oelckers
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82194bbf6b
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Merge branch 'master' into newrenderer
# Conflicts:
# source/games/exhumed/src/2d.cpp
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2021-04-17 13:22:30 +02:00 |
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Christoph Oelckers
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2942e011bf
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- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
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2021-04-16 21:27:54 +02:00 |
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Christoph Oelckers
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30f4e2b29d
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- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
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2021-03-20 16:20:48 +01:00 |
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Christoph Oelckers
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ba5ede65b8
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- backend update from GZDoom.
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2021-02-26 19:06:10 +01:00 |
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Christoph Oelckers
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c96e04e6c9
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- backend update from GZDoom.
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2021-02-12 14:44:54 +01:00 |
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Christoph Oelckers
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e7ab4cd176
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- backend update from GZDoom.
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2021-01-29 13:20:00 +01:00 |
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Christoph Oelckers
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94892cc1f8
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- set up the main menu background as default console background for Duke and its offspring games.
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2020-10-25 15:06:06 +01:00 |
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Christoph Oelckers
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c82d9d2908
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- backend update from GZDoom.
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2020-10-24 17:30:47 +02:00 |
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Christoph Oelckers
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53980787b6
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- added global offset for 2D drawer.
This is needed to handle Duke's scrolling menus transparently to the menu code.
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2020-10-05 01:42:47 +02:00 |
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Christoph Oelckers
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c61a2c3486
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- enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
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2020-09-13 23:14:44 +02:00 |
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Christoph Oelckers
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e0b4dde3cd
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- fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
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2020-09-05 15:59:32 +02:00 |
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Christoph Oelckers
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1392f4db01
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- handle the view frame with backend features.
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2020-08-02 18:02:13 +02:00 |
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Christoph Oelckers
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197a35291a
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- added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
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2020-07-01 12:55:32 +02:00 |
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Christoph Oelckers
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d7225c1965
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- backend update from GZDoom
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2020-06-07 15:02:54 +02:00 |
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Christoph Oelckers
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4c6abe1bb9
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- pass the shade through the 2D drawer, so that palette emulation can still use it.
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2020-06-07 14:50:12 +02:00 |
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Christoph Oelckers
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d52600663d
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- backend sync with GZDoom to pull in a few bugfixes and formatting corrections.
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2020-05-26 23:12:04 +02:00 |
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Christoph Oelckers
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c4017de12f
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- updated to GZDoom's new texture management system.
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2020-05-25 23:59:07 +02:00 |
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Christoph Oelckers
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55a3c62b59
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- use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
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2020-05-25 17:11:32 +02:00 |
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Christoph Oelckers
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e2f5e8fe34
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- renamed 'common' to 'core'.
We'll need 'common' for something else.
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2020-04-12 08:30:36 +02:00 |
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Christoph Oelckers
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454f796b69
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- 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.
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2020-01-18 22:41:08 +01:00 |
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Christoph Oelckers
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746aa4da82
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- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
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2020-01-05 10:48:44 +01:00 |
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Christoph Oelckers
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05e381ff6d
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- fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
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2019-12-31 19:50:27 +01:00 |
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Christoph Oelckers
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1890df98f9
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- process lines through the 2D drawer.
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2019-12-31 19:02:55 +01:00 |
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Christoph Oelckers
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2f8d472d7d
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- cleaned up the map drawer by using a real triangulator.
Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
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2019-12-31 17:23:29 +01:00 |
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Christoph Oelckers
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77cd7bffc5
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- fixed alpha calculations for textured automap.
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2019-12-31 15:50:08 +01:00 |
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Christoph Oelckers
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964e303dd7
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- draw the textures on the automap with the 2D drawer.
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2019-12-31 15:05:08 +01:00 |
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Christoph Oelckers
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ad24a1ce31
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- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
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2019-12-30 20:16:51 +01:00 |
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Christoph Oelckers
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2740913c60
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- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
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2019-11-21 19:30:27 +01:00 |
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Christoph Oelckers
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de829128ea
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- hooked up the 2D drawer
compiles but not tested yet.
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2019-11-05 23:35:38 +01:00 |
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Christoph Oelckers
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d943fe036d
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- added the ZDoom console and made all needed changes to get it compiled.
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2019-11-05 19:57:48 +01:00 |
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Christoph Oelckers
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2fa5e339fc
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- added GZDoom's 2D drawer to the project.
So that for anything new I don't have to bother with the awful 2D interface Build provides.
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2019-10-23 22:51:11 +02:00 |
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