hendricks266
8e6a54a1e4
Mostly clean up the codebase in preparation for tspritetype != uspritetype
...
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite
git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/polymer.h
# source/build/src/engine.cpp
# source/build/src/engine_priv.h
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/astub.cpp
# source/duke3d/src/game.h
# source/duke3d/src/m32common.cpp
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
# source/kenbuild/src/bstub.cpp
# source/kenbuild/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
Christoph Oelckers
745d78d8d7
- fixed voxels leaking memory.
2019-12-25 08:57:58 +01:00
Christoph Oelckers
2820dc85a8
- plugged more memory leaks.
...
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
9ab8a8c737
- refactored the coordinate printout to a stat and removed printext256 and the associated font.
2019-12-23 20:55:12 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00
Christoph Oelckers
6e9631f2d8
- fixed all undefined symbols except OpenGLFrameBuffer.
2019-12-23 10:53:58 +01:00
hendricks266
f10ea8e630
Add check against MAXVOXELS in qloadkvx
...
git-svn-id: https://svn.eduke32.com/eduke32@8472 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/engine.cpp
2019-12-22 15:13:30 +01:00
Christoph Oelckers
43c66d07ae
Merge branch 'master' into sound
2019-12-18 11:23:20 +01:00
hendricks266
434ed57337
Fix rotatesprite widescreen pinning in 5:4
...
git-svn-id: https://svn.eduke32.com/eduke32@8454 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:20:30 +01:00
hendricks266
1ccda16e8e
Avoid shadowed variable in dorotatesprite
...
Backported from PCExhumed.
git-svn-id: https://svn.eduke32.com/eduke32@8446 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:18:58 +01:00
Christoph Oelckers
a7075bc1b0
- SW sound WIP
...
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.
does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
9b9c009de9
- copybyte is not the same as memcpy.
...
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +01:00
nukeykt
bff0646263
Recalculate horizycent because ydim can be changed in renderSetTarget
2019-12-14 00:20:58 +01:00
hendricks266
0d7fc1263e
Improve diagnostic printing of slopalookup overflows
...
git-svn-id: https://svn.eduke32.com/eduke32@8419 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-09 17:25:25 +01:00
hendricks266
b71ef4a140
Fix regression in software rendering of slopes in r8363
...
git-svn-id: https://svn.eduke32.com/eduke32@8418 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-09 17:25:16 +01:00
Christoph Oelckers
0604c72586
- code cleanup
...
removed some unused definitions
replaced the copybuf* functions with memcpy. These days doing homegrown copy loops is not efficient anymore.
2019-12-09 01:39:40 +01:00
terminx
cbfb675577
Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
...
git-svn-id: https://svn.eduke32.com/eduke32@8366 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
2019-12-08 07:56:50 +01:00
terminx
265e7109aa
Equivalent to 04e7e6af69
...
git-svn-id: https://svn.eduke32.com/eduke32@8363 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 07:53:27 +01:00
Christoph Oelckers
749eda32c5
- moved kopenfilereader into the FileSystem class.
2019-12-07 10:14:51 +01:00
Christoph Oelckers
223c6d628e
Merge branch 'master' into menu_for_real
2019-12-05 21:08:46 +01:00
hendricks266
d1ed4063eb
Fix the widescreen alignment of weapons when shrinking the screen with + or - (currently disabled by default)
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8356 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-05 17:23:07 +01:00
Christoph Oelckers
2a9e4fca46
WIP safety commit
2019-11-30 19:23:54 +01:00
Christoph Oelckers
a96f1b25f7
- fixed recursion issue with menu and CON scripting.
...
Curse all those busy loops in the engine.
2019-11-24 17:52:54 +01:00
Christoph Oelckers
5f9b57519a
- hooked up the menu code so that it can receive events.
...
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers
2740913c60
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
2019-11-21 19:30:27 +01:00
Christoph Oelckers
81ddf22d5d
- added ZDoom's menu system as a base to build a new menu on.
...
# Conflicts:
# source/CMakeLists.txt
# source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers
6d40c9202c
- deleted a batch of code from engine.cpp which is only needed for the assembly drawers.
2019-11-20 19:33:36 +01:00
Christoph Oelckers
21ac5e87b5
- added blend table translucency estimation instead of using a lame default.
...
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
a1a9770b44
- reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
...
- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
cae710bd59
- fixed alpha threshold.
...
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
299f596afc
- Changed EDuke menu to receive all settings storage locations as CVARs.
...
With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
0f74a5c3a4
- make the ImGui popup close on request.
2019-11-09 14:05:52 +01:00
Christoph Oelckers
fd4680c347
Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui
2019-11-09 13:42:59 +01:00
Christoph Oelckers
9aa275f996
- got rid of some editor-only code and the entire buildvfs header
...
Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
2d46827ecc
font
...
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
e4735fdff1
- dead code removal.
2019-11-07 00:49:19 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
3a0b8364f7
- removed the OSD entirely.
2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208
- removed most of the old OSD's hooks.
2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e
- more cleanup of obsolete OSD code.
2019-11-05 20:16:53 +01:00
Christoph Oelckers
0b6db7eede
- cleanup of baselayer.cpp
2019-11-04 01:18:38 +01:00
Christoph Oelckers
29b7e1cf79
- moved all mouse button handling to the input state
...
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers
7853a9db6c
- do not use EDuke32's savegame identifiers.
...
The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +01:00
Christoph Oelckers
3530c52264
- no need to have 2 CRC32 implementations.
...
Just let Bcrc32 point to zlib instead of having its own implementation.
2019-11-02 22:10:53 +01:00
Christoph Oelckers
768a75b712
- fixed video startup.
...
Make sure that SDL is initialized as the first thing and that the validmodecnt variable does not get cleared
2019-11-02 17:26:40 +01:00
Christoph Oelckers
8fb54b51c3
- rewrote the screenshot code to use m_png as its backend.
...
Mainly to finally get rid of kplib. There's really no use to keep such code around if alternatives are already present.
2019-11-02 12:59:59 +01:00
Christoph Oelckers
c54ae1be83
- removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
...
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +01:00
Christoph Oelckers
cfca8060ba
- gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
...
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers
2d7c0e26d2
- cleanup of the old file system initialization.
...
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
2019-11-01 19:25:42 +01:00
Christoph Oelckers
2a7beeff69
- cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory.
2019-10-30 21:51:04 +01:00