Commit graph

3892 commits

Author SHA1 Message Date
Christoph Oelckers
4bc0531bf7 - disabled help screen in Exhumed and save menus in Deer Huntin'. 2020-02-29 12:55:12 +01:00
Christoph Oelckers
69e018d0c4 - added serialization of playing sounds.
For ambient sounds that can be cleanly restarted a new 'transient' flag was added so that these do not get written out.
Tested on SW so far, other games yet to do.
2020-02-29 12:33:35 +01:00
hendricks266
da6c7ddab5 Add mhkreset maphack command
Thanks to LeoD.

git-svn-id: https://svn.eduke32.com/eduke32@8644 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:47 +01:00
hendricks266
dc2d6a098e Fix mdpivxoff and mdpivyoff commands
Thanks to LeoD.

git-svn-id: https://svn.eduke32.com/eduke32@8643 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:23 +01:00
Christoph Oelckers
64a34f8af7 - disable the tenth weapon slot for Ion Fury. 2020-02-29 09:58:15 +01:00
Christoph Oelckers
4414d59fbc - added a check to the player sound code to prevent the surfacing sound from blocking out other speech.
The start of the third level is badly timed and this will block the introduction line.
2020-02-29 09:30:12 +01:00
Christoph Oelckers
b68cbddb7d - fixed missing crosshair in RR after merging the Deer Huntin' code. 2020-02-29 08:58:30 +01:00
Christoph Oelckers
1a66878205 - fixed some issues with Exhumed's ambient and creepy sounds.
Both now refer to a proper target for bookkeeping.
2020-02-28 19:56:37 +01:00
sirlemonhead
69aba5f3ea PCExhumed: Don't modify coordinates with abs() in runlist_CheckRadialDamage(), correct to original behaviour. 2020-02-28 18:42:45 +01:00
Christoph Oelckers
3855eb889e - SW: fixed ambient sound playback.
There was a coordinate and a restarting problem.
2020-02-27 23:11:03 +01:00
Christoph Oelckers
cec4aad75a - saveversion bump. 2020-02-27 19:56:17 +01:00
nukeykt
7c96c550d9 Blood: disable TROR in map v7
# Conflicts:
#	source/blood/src/db.cpp
2020-02-27 19:55:42 +01:00
nukeykt
d7f9a5acee Blood: store parallax sky info in savegame
# Conflicts:
#	source/blood/src/loadsave.cpp
2020-02-27 19:55:12 +01:00
Christoph Oelckers
9d934d22b2 - silence MSVC warnings. 2020-02-27 19:50:29 +01:00
nukeykt
bb3009c8a7 Rednukem: dh wip
# Conflicts:
#	source/rr/src/rrdh.h
2020-02-27 19:44:24 +01:00
nukeykt
882b061ee1 Rednukem: add dh specific code
# Conflicts:
#	source/rr/src/rrdh.cpp
#	source/rr/src/rrdh.h
2020-02-27 19:44:00 +01:00
nukeykt
8c37e94061 Rednukem: dh player code
# Conflicts:
#	source/rr/src/rrdh.h
2020-02-27 19:36:15 +01:00
Christoph Oelckers
dbf446ee6c - ported the menu changes of the last commit. 2020-02-27 19:26:30 +01:00
nukeykt
95cc4a8aab Rednukem: dh menu
# Conflicts:
#	source/rr/src/menus.cpp
#	source/rr/src/rrdh.h
2020-02-27 18:28:14 +01:00
sirlemonhead
cd4090e531 PCExhumed: Fix Anubis drum not moving correctly when shot (bad angle calc). 2020-02-27 18:27:33 +01:00
Christoph Oelckers
0ed3b3b3ea - manual merge of * PCExhumed: Don't shrink/expand screen viewable area if in map mode. Fixes #327
Code was too different for cherry-picking.
2020-02-26 20:51:19 +01:00
Christoph Oelckers
80768e2fa8 - register the correct menu classes. 2020-02-26 20:31:49 +01:00
Christoph Oelckers
1eb00949e3 - manually added the RRDH menu stuff. 2020-02-26 20:31:49 +01:00
nukeykt
16052577a4 Rednukem: dh wip
# Conflicts:
#	source/rr/src/game.cpp
#	source/rr/src/menus.cpp
2020-02-26 20:31:49 +01:00
nukeykt
ac2a17f5ea Rednukem: dh wip
# Conflicts:
#	GNUmakefile
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/common_game.h
#	source/rr/src/screens.cpp
2020-02-26 20:31:48 +01:00
Christoph Oelckers
0551c16203 - added detection for Deer Huntin' GRP. 2020-02-26 20:31:48 +01:00
Christoph Oelckers
7533fbaa8e - fixed: special 2D palettes do not have brightmaps so any such texture must be completely excluded from being checked. 2020-02-26 18:10:06 +01:00
Christoph Oelckers
bf4ac0a5c0 Merge branch 'master' of https://github.com/coelckers/Raze 2020-02-26 17:38:03 +01:00
Christoph Oelckers
ca18e70f2d - SW: Do not skip status bar when the menu is up. 2020-02-26 01:06:07 +01:00
Christoph Oelckers
6315bd3960 - Exhumed - fixed wrong sound origin for special effect sound 2020-02-26 00:20:52 +01:00
Christoph Oelckers
638f8b0102 0.5.0 2020-02-25 21:20:58 +01:00
Christoph Oelckers
c045096393 - fixed: When loading a savegame without music, stop any playing music. 2020-02-25 21:15:25 +01:00
Christoph Oelckers
9945131d3a - RR: Do not start the "8-track player" when a map got a dedicated music track defined.
Otherwise it may become a bit annoying.
2020-02-25 21:11:19 +01:00
Christoph Oelckers
864c3c5766 - SW: Fixed fortune cookie text display. 2020-02-25 21:03:38 +01:00
Christoph Oelckers
8c01061053 - SW: Explicitly call hud_size's callback to reinitialize the status bar when loading a savegame.
Since part of the bar's content is stored in a savegame it needs to be manually refreshed after loading or it may display garbage.
2020-02-25 20:51:58 +01:00
Christoph Oelckers
b4a2a5c187 - fixed Exhumed's creepy sounds. 2020-02-25 20:10:36 +01:00
Christoph Oelckers
71083f2b23 - use sound rolloff settings for Exhumed that actually work.
I cannot say if this is correct because the sound in PCExhumed doesn't seem right so the rolloff distance was more or less guesswork based on what sounds ok.
2020-02-25 19:40:39 +01:00
Christoph Oelckers
1c2ea506f2 - fixed: Windows must call the wide version of _mkdir for Unicode support. 2020-02-25 18:49:24 +01:00
Christoph Oelckers
7d725bfe8a Exhumed sound coordinate fixes 2020-02-25 00:40:51 +01:00
sirlemonhead
999840a9b5 PCExhumed: Corrected sector tag number handling for enemy death triggered sectors. Fixes issue #328 2020-02-24 22:13:32 +01:00
Christoph Oelckers
2f91c2f696 - fixed the Exhumed sequence reader.
There was interference with the sound loader here - both accessed the same file handle so the sequence's sound data wasn't read correctly, resulting in memory corruption.
2020-02-24 21:59:04 +01:00
Christoph Oelckers
fe1133e5c2 - fixed EnumerateChannels. 2020-02-24 20:19:03 +01:00
Christoph Oelckers
920f424184 - pitch fix. 2020-02-24 18:34:15 +01:00
Christoph Oelckers
3a7067dbec - properly transitioned Exhumed's sound system to the OpenAL sound engine. 2020-02-23 20:40:45 +01:00
Christoph Oelckers
3aea6d1fad - refactored sound user data to be easier to serialize. 2020-02-23 18:30:48 +01:00
Christoph Oelckers
83adb81756 - call the proper functions to stop sounds in Shadow Warrior. 2020-02-23 17:13:18 +01:00
Christoph Oelckers
c8aa006f82 - fixed sound channel iterator to properly handle callbacks that delete sounds.cpp 2020-02-23 17:12:40 +01:00
Christoph Oelckers
e28de10c00 - serialize sound IDs as index, not name.
The name is not unique. This really needs something better.
2020-02-23 17:11:54 +01:00
Christoph Oelckers
935a880b63 - Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading. 2020-02-23 17:10:29 +01:00
Christoph Oelckers
c35a2e5f11 - do not hold persistent references to sound channels in SW's ambient sound code.
For robustness, channels should always be looked up when needed so that the sound engine is free to do with them as it needs.
2020-02-23 15:41:57 +01:00
Christoph Oelckers
985e441d80 - transitioned all JSON-based savegame code to FSerializer and removed sjson.
Now everything is in place to transition the rest of the savegame code as well.
2020-02-23 14:03:03 +01:00
Christoph Oelckers
1b6b43291b - disabled the 'portable' savegame feature for Ion Fury.
This won't survive the coming savegame refactoring because its only reason for existence is to work around the savegame format's volatility.
2020-02-23 09:55:49 +01:00
Christoph Oelckers
a09e195954 - started transitioning the savegame writer to the newly added serializer.
Writing info.json done.
2020-02-23 09:41:12 +01:00
Christoph Oelckers
88b6661395 - hooked up GZDoom's JSON serializer.
It's time to build a better savegame format and also to replace SJSON with something easier to work with.
2020-02-22 18:41:24 +01:00
Christoph Oelckers
8a085c0af9 - fixed undefined behavior with unpositioned but attenuated sounds. 2020-02-22 17:23:23 +01:00
Christoph Oelckers
39c96d58c6 - fixed bug with wallsprite calculation trashing angles of voxel sprites.
Fix was missed from upstream due to a merge conflict.
2020-02-22 16:56:20 +01:00
Christoph Oelckers
8e9491b5e4 - ported music start fix from GZDoom. 2020-02-22 16:12:40 +01:00
Christoph Oelckers
3c88e1c30a - proper detection for SW Redux. 2020-02-22 14:57:43 +01:00
Christoph Oelckers
9fab46b7d7 - initialize the secret hint system for each level. 2020-02-22 08:57:18 +01:00
Rachael Alexanderson
3a30e083ad - add Redneck Rampage to Steam search paths 2020-02-21 19:02:51 -05:00
Christoph Oelckers
455137e5e0 - re-enabled depth clamping.
This was never supposed to remain deactivated.
2020-02-21 21:36:42 +01:00
Christoph Oelckers
020692588c - fixed level names in statistics printout. 2020-02-21 21:36:42 +01:00
Rachael Alexanderson
6a40d71e89 - Replicate commit from: 5ee864ab5b
- Special thanks to @hanatos
2020-02-21 07:55:11 -05:00
Christoph Oelckers
56c959d025 - Blood: Stop music before starting a cutscene. 2020-02-19 18:34:17 +01:00
Christoph Oelckers
c253cd899c - fixed statistics reader for savegames. 2020-02-18 21:23:28 +01:00
Christoph Oelckers
ce9b71a31f - fixed hitbox for menu sliders. 2020-02-18 21:05:46 +01:00
Christoph Oelckers
6282062492 - fixed brightmaps.
They are no longer run through the texture postprocessor and the shader now applies them correctly.
2020-02-18 20:43:16 +01:00
Christoph Oelckers
4671161852 - fixed the secret hint system. 2020-02-17 23:07:29 +01:00
Christoph Oelckers
7dc26a3162 - stop all playing sound when starting a new game.
- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00
Christoph Oelckers
a657b55b50 - give all cutscene sounds in SW the CHANF_UI flag. 2020-02-17 19:12:05 +01:00
CommonLoon102
1105d52677 Blood: rename Ummune to Immune 2020-02-17 18:41:15 +01:00
Christoph Oelckers
dcad616030 - unpause sound when starting the demo loop. 2020-02-17 18:40:32 +01:00
Christoph Oelckers
41a81989d8 0.4.5 2020-02-16 21:38:49 +01:00
Christoph Oelckers
57a3f89105 - workaround for cl_autoaim not being set anymore.
Only for singleplayer for now, the network implementation for this flag leaves a lot to be desired.
2020-02-16 21:31:29 +01:00
Christoph Oelckers
40cbaf969c - ignore GRPINFOs without a defined game.
These can cause unpredictable behavior, including crashes.
2020-02-16 20:18:07 +01:00
Christoph Oelckers
3cd2b92dd1 - pause all game sounds while the menu or console are open and marked SW's UI sounds as such. 2020-02-16 20:08:04 +01:00
Christoph Oelckers
a873dcf6e0 - fixed the pause key.
Apparently SDL maps this to a different scan code.
Since pause is hard coded in all games the corresponding menu option has been disabled.
2020-02-16 17:22:14 +01:00
Christoph Oelckers
19f9860c11 - fixed Blood's sfxKill3DSound function checking the wrong ID. 2020-02-16 16:52:02 +01:00
Christoph Oelckers
c583318f31 - guard NNLoadSaveConstruct with #ifdef NOONE_EXTENSIONS. 2020-02-16 14:54:24 +01:00
Christoph Oelckers
26d4114566 - Blood: Fix for buried zombies losing their targeting ability when being struck down while rising from the grave.
Normally they change their type when being fully risen - but when attacked before that happens, never reach that code. To keep them functional, the change must be performed before performing the first target check in thinkChase.
2020-02-15 21:47:02 +01:00
Christoph Oelckers
cc872c79fc - removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
This looks like it fixes a few render glitches.
2020-02-15 21:36:29 +01:00
Christoph Oelckers
410f5a4545 - clean out stale sprite pointers in User when a sprite gets removed.
This was the main reason for those constant crashes, the game was accessing an invalid sprite, treating its data as valid.
Also added a few checks for valid targets in two places where it still crashed.
2020-02-14 21:44:59 +01:00
Christoph Oelckers
c643aadb4b - fixed hud scaling slider value ranges 2020-02-14 00:56:23 +01:00
Christoph Oelckers
071a364d83 - SW: Stop all sound before starting a cutscene 2020-02-14 00:52:57 +01:00
Christoph Oelckers
dff86c7e38 - removed some coordinate fudging for drawing SW's automap background
The current code does not need this
2020-02-14 00:41:36 +01:00
Christoph Oelckers
84bf6ad785 - unused code removed 2020-02-14 00:38:22 +01:00
Christoph Oelckers
844dcc22ae - SW: Don't allow level change via cheat when dead. 2020-02-14 00:37:15 +01:00
Christoph Oelckers
71485fe9d0 - reverted special detection of Duke add-ons
The side effects here are worse than the benefit.
2020-02-14 00:21:09 +01:00
Christoph Oelckers
488f8b1526 - Text code for AI state saving 2020-02-14 00:00:35 +01:00
Christoph Oelckers
91b7770e84 - use a command line switch to set Duke compatibility
At this point the command line CCMD execution has not run yet, so setting the CVAR does not work as expected.
2020-02-13 16:09:27 +01:00
Christoph Oelckers
d63d9f80bb - fixed missing menu descriptor for Blood. 2020-02-12 23:41:26 +01:00
nukeykt
a604152e39 Rednukem: fix kill counter
# Conflicts:
#	source/rr/src/gameexec.cpp
2020-02-12 23:14:53 +01:00
Christoph Oelckers
1e8e5d3732 - fixed: CON_ADDKILLS in RedNukem code was performing RR-only checks even when playing Duke.
Original code looks like this:

case 88:
	insptr++;
	ps[g_p].actors_killed += *insptr;
	hittype[g_i].actorstayput = -1;
	insptr++;
	break;
2020-02-12 23:14:42 +01:00
Christoph Oelckers
1c24ae3fad - restrict cl_weaponswitch to 0 and 1 for Shadow Warrior. 2020-02-12 22:46:18 +01:00
nukeykt
f2b98f9abc Rednukem: WW2GI weapon code fixes 2020-02-12 20:28:15 +01:00
nukeykt
88eacbcc1b Rednukem: fix ifvare instruction 2020-02-12 20:28:14 +01:00
Christoph Oelckers
9c9638a765 - save version bump.
# Conflicts:
#	source/common/version.h
2020-02-12 20:28:14 +01:00
Christoph Oelckers
f3d953513b - make things compile again. 2020-02-12 20:27:43 +01:00
nukeykt
b9e9b25cc6 Rednukem: fix WW2GI events 2020-02-12 20:27:43 +01:00
nukeykt
d5e3be61c2 Rednukem: WW2GI fixes
# Conflicts:
#	source/rr/src/menus.cpp
2020-02-12 20:27:43 +01:00
nukeykt
365b7bfe79 Rednukem: implement WW2GI weapons
# Conflicts:
#	source/rr/src/actors.cpp
#	source/rr/src/gamevars.cpp
#	source/rr/src/sbar.cpp
2020-02-12 20:27:42 +01:00
nukeykt
972f2c4f0d Rednukem: WW2GI events
# Conflicts:
#	source/rr/src/events_defs.h
#	source/rr/src/game.cpp
#	source/rr/src/gameexec.h
2020-02-12 20:27:42 +01:00
nukeykt
47572cc01a Rednukem: Readd gamevars from eduke32 for WW2GI support
# Conflicts:
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/events_defs.h
#	source/rr/src/gamedef.h
#	source/rr/src/gamevars.cpp
#	source/rr/src/savegame.cpp
2020-02-12 20:27:42 +01:00
Christoph Oelckers
7909f29691 - allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00
Christoph Oelckers
82939f2037 - do not reinitialize all actors in Blood when loading a savegame.
The call to actInit has been replaced with only performing the one necessary thing that needs to be done here - setting the enemy default difficulty.
2020-02-12 18:44:04 +01:00
Christoph Oelckers
1f7877823b - applied intro cutscene aspect ratio fix from NBlood. 2020-02-12 17:59:22 +01:00
Christoph Oelckers
4c682813e7 - more unused data removed 2020-02-12 01:00:47 +01:00
Christoph Oelckers
4d45117ca5 - removed pointless and non-functional null check
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
9f9e59e3ba - fixed some warnings 2020-02-12 00:43:21 +01:00
Christoph Oelckers
9fdd1d9e17 - continued work on Blood save state
* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
Christoph Oelckers
fd384a5f47 - added an indexer for Blood's AI states.
These seem to be the only pointer variables that need to be written out to a savegame, but to restore them they need to be turned into indices before saving.
2020-02-12 00:22:11 +01:00
Christoph Oelckers
29e51a677f First round of Blood Savegame fix.
- const-ify most tables in actor.cpp for documentation purposes.
- gVectorData cannot be made const because one single field in there gets modified by code. :?
- save the global data in nnexts.cpp.
2020-02-11 23:15:25 +01:00
Christoph Oelckers
2f0a31508e - added Y/N to end game message. 2020-02-11 21:33:20 +01:00
Christoph Oelckers
1aa72cfbbd - fixed: The quicksave requester did not open the menu properly
This resulted in input not reaching it.
2020-02-11 21:25:21 +01:00
Christoph Oelckers
52e12702cf - fixed Linux paths not ending with a slash. 2020-02-11 21:00:01 +01:00
Christoph Oelckers
286d53d3bf - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
Christoph Oelckers
f2043c4e3d - fixed palette in 3D Realms screen and first end-of-episode animation in Duke3D. 2020-02-11 19:29:05 +01:00
Christoph Oelckers
a67c281290 - added StopFX function for Shadow Warrior.
Needed by an upstream change.
2020-02-11 19:28:25 +01:00
Christoph Oelckers
744bd67616 - removed redundant check. 2020-02-11 18:26:58 +01:00
terminx
9bd966c77e Macros for a couple hardcoded values
git-svn-id: https://svn.eduke32.com/eduke32@8641 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:50 +01:00
terminx
a9e8666b07 This lets the player jump into the vents in DUKEDC3.MAP
Since this is Duke3D, I'm sure this change breaks something else.

git-svn-id: https://svn.eduke32.com/eduke32@8640 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:39 +01:00
terminx
ff3ec2e66b Re-enable ignoring 256 units of curb when clipping against ceilings
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.

git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
376c29dba6 Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
git-svn-id: https://svn.eduke32.com/eduke32@8637 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/player.cpp
2020-02-11 18:23:49 +01:00
terminx
46b62aa6aa Fix for E1L1 dumpster fire issue
git-svn-id: https://svn.eduke32.com/eduke32@8636 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:23:14 +01:00
terminx
5a13be1f7b Avoid overflow in clipmove()
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
hendricks266
9269295102 SW: Don't restart the music when loading a save playing the same track
git-svn-id: https://svn.eduke32.com/eduke32@8627 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/game.cpp
#	source/sw/src/save.cpp
2020-02-11 18:21:58 +01:00
hendricks266
5d475c2788 SW: Add handleevents to end credits
From JFSW commit 0c651743f8371fade0231e9c3206ca25e6ae5269

git-svn-id: https://svn.eduke32.com/eduke32@8626 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:21:00 +01:00
hendricks266
0b23c14b9d SW: Fix potential blank 3DR logo
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f

git-svn-id: https://svn.eduke32.com/eduke32@8625 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/game.cpp
2020-02-11 18:20:59 +01:00
hendricks266
8e0407a425 SW: Fix potential buffer overrun in colormap
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f

git-svn-id: https://svn.eduke32.com/eduke32@8624 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:20:22 +01:00
hendricks266
a2f507d044 CON: Add getarraysequence and setarraysequence
Patch from Fox.

git-svn-id: https://svn.eduke32.com/eduke32@8623 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/game.h
2020-02-11 18:20:04 +01:00
hendricks266
8adb6be002 CON: Factor out implementations of setarray and resizearray commands
Patch from Fox.

git-svn-id: https://svn.eduke32.com/eduke32@8622 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:19:12 +01:00
CommonLoon102
8d7d8cc930 Blood: Clear keys on new level, fixes #308
# Conflicts:
#	source/blood/src/player.h
2020-02-11 18:17:22 +01:00
Christoph Oelckers
37f3bb37d4 - re-added menu opening sound for Duke and RR. 2020-02-11 18:13:15 +01:00
Christoph Oelckers
f0039afa5e - fixed: INI sections for game vars were never created. 2020-02-11 00:22:56 +01:00
Christoph Oelckers
41f2c62ed1 - use the original Build engine compatibility for Shadow Warrior.
The 'modern' code causes problems with the tank in the fourth map and probably elsewhere, too.
2020-02-10 22:38:17 +01:00
Christoph Oelckers
e2457d104b - fixed: Voxels did not explicitly set their palette and took the last one set. 2020-02-10 22:05:53 +01:00
Christoph Oelckers
39a9e3cd8b - removed double detection of DN3D addons. 2020-02-10 20:38:38 +01:00
Christoph Oelckers
a32bc350f1 - allow all keys to open the menu in Blood's demo loop. 2020-02-10 20:35:21 +01:00
alexey.lysiuk
744e4161f7 - removed message about vintage build 2020-02-10 15:10:45 +02:00
alexey.lysiuk
508b019447 - removed useless call in SDL backend
Its result wasn't used, and it may invoke function of DDummyFrameBuffer during initial sound precaching
2020-02-10 15:09:59 +02:00
Christoph Oelckers
8374b9e1b4 - fixed: The menu code should not reset the global input state when trying to close a menu with none open. 2020-02-09 22:57:04 +01:00
Christoph Oelckers
e3f8fca36e - fixed two crash bugs I found while testing some mods. 2020-02-09 22:32:13 +01:00
Christoph Oelckers
4e58265d21 - disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
Christoph Oelckers
c53d9cfc3a - reworked voxel texture generation to use the backend's palette manager.
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
6257994198 - fixed validation of hud_custom CVAR. 2020-02-09 18:42:14 +01:00
Christoph Oelckers
b87ee10a0a - added missing string length check. 2020-02-09 18:37:24 +01:00
NoOneBlood
fa057282df - Fix kModernTargetChanger wrong dudeInfo 2020-02-09 16:16:02 +01:00
Christoph Oelckers
7f58e8b6ca 0.4.1 2020-02-09 16:14:36 +01:00
Christoph Oelckers
91b9ce54e4 - use a dedicated flag for defined hightile tints so that the shader can use them. 2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59 - always recalculate the projection matrix.
Trying to cache this is not useful, it barely saves time and was causing display errors.

# Conflicts:
#	source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00