Commit graph

159 commits

Author SHA1 Message Date
Christoph Oelckers
43413e4dff - r_useprecache 2019-10-23 14:39:33 +02:00
Christoph Oelckers
63f020996e - a few more CVARs 2019-10-23 01:30:43 +02:00
Christoph Oelckers
5dec4736ce - r_drawweapon, r_showfps, r_showfpsperiod 2019-10-23 01:04:07 +02:00
Christoph Oelckers
e5d38b2d30 - in_mouseflip and in_mousesmoothing
in_mousemode removed from persistent state because of how it is used.
Saving it makes no sense.
2019-10-23 00:59:01 +02:00
Christoph Oelckers
b73cf76f05 - in_mousebias and in_mousedeadzone
Actually, two totally useless options being preserved for historical significance.

Urgh.
2019-10-23 00:55:48 +02:00
Christoph Oelckers
c0c62fe367 - in_mouseaiming 2019-10-23 00:51:49 +02:00
Christoph Oelckers
7501120dc8 - in_mouse and in_joystick 2019-10-23 00:41:28 +02:00
Christoph Oelckers
8f06f0748d - minor CVAR cleanup and refactoring of one more 2019-10-23 00:30:51 +02:00
Christoph Oelckers
713250cc64 - refactored a few more CVARs. 2019-10-23 00:20:27 +02:00
Christoph Oelckers
d476037f45 - hooked up hud_custom. 2019-10-22 23:43:16 +02:00
Christoph Oelckers
e5aa6c5df0 - refactored the HUD scaling into something manageable.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Grind Core
b6c16abf6f Refactor:
- PLAYER.H structs
- ACTOR.H  structs

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/player.h
2019-10-22 17:49:59 +02:00
Christoph Oelckers
a829f1cb52 - fixed all compile errors. 2019-10-22 17:47:24 +02:00
Christoph Oelckers
edce0d33e3 - refactored crosshairscale CVAR 2019-10-22 17:00:22 +02:00
Christoph Oelckers
bdf2d24b21 - refactored cl_weaponswitch 2019-10-22 02:31:14 +02:00
Christoph Oelckers
3f48ecd479 - 5 more Blood exclusive CVARs. 2019-10-22 02:15:24 +02:00
Christoph Oelckers
8431266d27 - refactoring of music CVARs
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(

Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00
Christoph Oelckers
c5cb86bf2b - sevral simple CVARs ported 2019-10-22 01:00:22 +02:00
Christoph Oelckers
279c0caea4 - autosave variables 2019-10-22 00:58:51 +02:00
Christoph Oelckers
dbe3cadd0f - refactored autorunning CVARs 2019-10-22 00:52:07 +02:00
Christoph Oelckers
30e9eed1b3 - the next CVAR, cl_autoaim 2019-10-22 00:05:21 +02:00
Christoph Oelckers
79d02a405e - started transitioning the CVARs.
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
2019-10-21 23:29:48 +02:00
Christoph Oelckers
0d737ee130 - removed all code related to the -usecwd command line switch.
While feature-wise ok this was far too scattered throughout the frontends and needs to be done in a more concise way.
2019-10-21 19:51:12 +02:00
CommonLoon102
c342d25879 disable respawn for spawned dudes (#223)
makes sense
# Conflicts:
#	source/blood/src/view.cpp
2019-10-21 19:37:39 +02:00
Christoph Oelckers
72b87e5bd7 - fixed compilation. 2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161 - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
Christoph Oelckers
5333f6adc1 - refactored a few more - simple stuff but lots of lines. 2019-10-21 00:13:17 +02:00
Christoph Oelckers
5022c58a63 - refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend. 2019-10-20 23:37:07 +02:00
Christoph Oelckers
06f4138202 - merge fixes in Blood frontend code. 2019-10-20 17:09:01 +02:00
Christoph Oelckers
d83b3f34a3 - restored original whitespacing in blood/actor.cpp.
This ensures that future cherry picks won't conflict as badly.
2019-10-20 16:50:47 +02:00
Grind Core
70e0ed9ec4 - Refactor: added names for powerups and updated some old.
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/actor.h
#	source/blood/src/globals.cpp
#	source/blood/src/globals.h
#	source/blood/src/player.h
#	source/blood/src/sound.cpp
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
#	source/blood/src/weapon.h
2019-10-20 12:30:16 +02:00
Christoph Oelckers
2316957026 - made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
Christoph Oelckers
17816b0f63 - fixed compilation for NBlood update. 2019-10-19 20:48:59 +02:00
nukeykt
098740155b Use screentext in DrawStatNumber 2019-10-19 20:33:52 +02:00
nukeykt
182d5d2eb5 Use screentext in viewDrawText 2019-10-19 20:33:50 +02:00
nukeykt
90dc59749d Import screentext from eduke32
# Conflicts:
#	platform/Windows/nblood.vcxproj
#	platform/Windows/nblood.vcxproj.filters
2019-10-19 20:33:49 +02:00
Christoph Oelckers
6f4ca480b5 - sky clamping may only be done in Blood for now.
This needs a better solution.
2019-10-19 20:25:58 +02:00
nukeykt
37322d001d Do not apply zero floorpal on color sectors 2019-10-16 20:40:54 +02:00
nukeykt
a94404232b Default target value to -1
# Conflicts:
#	source/blood/src/trig.cpp
2019-10-16 20:40:53 +02:00
nukeykt
97feb8d59c Fix mapedit compiling
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-10-16 20:40:41 +02:00
CommonLoon102
70b5e67e6f fix cultist respawn time (#220)
# Conflicts:
#	source/blood/src/actor.cpp
2019-10-16 20:40:34 +02:00
Christoph Oelckers
9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98 - more updating and bug in UpdatePicSize fixed. 2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Grind Core
9dd46c1c7c - Fixes for refactor (wrong kills count)
- Fixes for refactor (proximity flag for dudes)
- Fixes for refactor (wrong kills count)

# Conflicts:
#	source/blood/src/actor.cpp
2019-10-14 22:42:43 +02:00
Grind Core
16d4aebbb4 - Fixes for refactor
- Some ThrowError() calls was replaced my viewSetSystemMessage()
- New modern type playQAV (WIP)

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/weapon.h
2019-10-14 22:42:43 +02:00
Grind Core
08dfee073c - Added names for callbacks
- Added names for sprite, wall and sector types
- Added gModernMap protection for using new features only on different version of map

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/callback.cpp
#	source/blood/src/callback.h
#	source/blood/src/triggers.h
2019-10-14 22:42:42 +02:00
Christoph Oelckers
9a4c07db27 - make it compile again. 2019-10-14 22:42:29 +02:00
Christoph Oelckers
17a4ddd51e - adjusted bit array helpers for the change of type for gotpic from (undefined) char to (defined) uint8_t. 2019-10-13 08:55:52 +02:00
Christoph Oelckers
fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00