Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9
Merge branch 'master' into newrenderer2
2021-04-12 20:03:50 +02:00
Christoph Oelckers
aed7e8166e
- fixed setup of startup title.
2021-04-12 19:39:42 +02:00
Christoph Oelckers
89be30b720
- handle fullbright sprite hackery using negative shade values.
2021-04-12 18:57:10 +02:00
Christoph Oelckers
bf019ac028
- Build must draw the sky for completely closed sectors as well.
2021-04-12 16:31:44 +02:00
Christoph Oelckers
3cc05e5532
- fixed handling of single-tile skies with palette translation.
2021-04-12 16:00:00 +02:00
Christoph Oelckers
26d737c279
- fixed double-add of xoffset for wall sprites.
2021-04-12 15:50:52 +02:00
Christoph Oelckers
10d0de8dbf
Merge branch 'master' into newrenderer2
2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722
- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
...
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f87e40131f
- Blood: add a dummy sound entry at index 0.
...
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
135dd1f081
- added PlaySound CCNDs.
2021-04-12 00:31:23 +02:00
Christoph Oelckers
ef95754e87
- fixed bad texture checks.
2021-04-11 18:38:26 +02:00
Christoph Oelckers
aebcc13c4a
- migrated voxel parsing stuff.
2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540
- migrating 'tint .def command.
2021-04-11 15:23:42 +02:00
Christoph Oelckers
42d02834b1
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
0ee28fb45e
- also handle SW's voxels.
2021-04-11 13:38:23 +02:00
Christoph Oelckers
e5e23cd63c
- make sure voxels are being precached.
...
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers
e4cf768fa8
- call StartPrecaching to keep Vulkan happy.
2021-04-11 10:50:04 +02:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
...
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a
- PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0
.
2021-04-11 17:50:32 +10:00
Mitchell Richters
656705bcd7
- binangle: Add signedrad()
and signeddeg()
methods for consistency with the unsigned methods.
...
* Left out from f254eeb465
.
2021-04-11 17:02:44 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c
- moved backend independent HUD code out of glbackend.cpp.
2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
184d9be6b1
- fixed palette setup for duplicate base palettes.
...
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers
addfe4e904
- activate the progress bar on the startup screen.
2021-04-10 19:28:46 +02:00
Christoph Oelckers
db5fbe3bbb
- make the startup banner in the initial console window work.
2021-04-10 19:14:30 +02:00
Christoph Oelckers
a5ed7ba8a3
- two more simple .def commands.
2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba
- migrated 'texture' .def command.
2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354
- cleanup of bvectan family of functions.
...
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
35221188db
- inlined Clipper::PointToAngle
2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742
- consolidated the SetLightAndFog code fragments.
2021-04-10 10:34:20 +02:00
Mitchell Richters
8ebd1a9ebc
- binaryangle.h: Clean up HorizToPitch()
since we're on the new renderer.
2021-04-10 10:06:30 +10:00
Mitchell Richters
28fb752446
- Replace gethiq16angle()
with bvectangbam()
in renderer code. This addresses some observed clipping issues in the new renderer.
2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd
- fixed edge case in wall sorter when the camera is exactly on a line that's being checked.
2021-04-10 00:05:29 +02:00
Christoph Oelckers
345275db5d
- better handling for portal lines having sloped back sectors.
...
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers
ff0a3df302
- fixed extended music lookup again.
...
# Conflicts:
# source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers
2084c53538
- fixed extended music lookup again.
2021-04-09 21:21:53 +02:00
Christoph Oelckers
333581a084
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
fb02b38279
- better .def loading logic.
...
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
778a75c097
- fixed rffdefineid handler passing a bad file name to the backend.
2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a
- consolidated a bit of dead content in .def parser.
2021-04-08 20:03:50 +02:00
Christoph Oelckers
c9483353ff
- some more translucency checks.
2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5
- added extended translucency support and did a bit of code consolidation.
2021-04-08 19:45:18 +02:00
Christoph Oelckers
a530dfbe35
Merge branch 'master' into newrenderer2
2021-04-08 18:52:54 +02:00
Christoph Oelckers
51c4c47183
- block manual advancing of intermission screens when already fading out.
...
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers
793d2d99ef
- re-fixed the music lookup.
2021-04-08 17:46:53 +02:00
Christoph Oelckers
fc1fbfe8b3
- fixed .def 'music' parsing.
...
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
e2f570a70a
- fixed: extended sound lookup must check the sound/ folder.
2021-04-08 16:05:32 +02:00