Christoph Oelckers
0596078978
- prepared folder for merging.
2020-06-21 22:18:12 +02:00
Christoph Oelckers
e29eb5bbed
- added some ZScript basics.
...
This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
95b4340eec
- initial palette shader work.
2020-06-17 12:26:01 +02:00
Christoph Oelckers
b753ea5db7
- preparations for passing palette lookup textures through the low level texture code.
2020-06-17 12:26:01 +02:00
Christoph Oelckers
65ddb6cb59
- disabled the game side frame limiter.
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The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00
Christoph Oelckers
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Christoph Oelckers
a9141af545
- backend update.
2020-06-11 09:15:44 +02:00
Christoph Oelckers
17e1e4175e
- switched NPOT emulation to the renamed uniforms.
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This was the last feature that needed to be mapped to a GZDoom compatible render state
2020-06-08 08:16:50 +02:00
Christoph Oelckers
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +02:00
Christoph Oelckers
4c6abe1bb9
- pass the shade through the 2D drawer, so that palette emulation can still use it.
2020-06-07 14:50:12 +02:00
Christoph Oelckers
9fc5f2d2e7
- some shader cleanup.
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I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
2020-06-07 10:15:31 +02:00
Christoph Oelckers
60d7f4f7c2
- got rid of the RF_NPOTEmulation flag.
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This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
353e3eb1fa
- fixed RRRA E2L1 fog.
2020-06-07 08:24:12 +02:00
Christoph Oelckers
3adfdfcac5
- renamed a few more things in the shader.
2020-06-07 08:16:04 +02:00
Christoph Oelckers
232b0c1bb6
- store the lighting related uniforms in a GZDoom-style LightParms vec4.
2020-06-06 00:44:57 +02:00
Christoph Oelckers
0bd460d9e3
- split up the visibility factor into a scene specific and an element specific part.
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The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
Christoph Oelckers
9dfd3ddd02
- migration of texture tinting to GZDoom's version.
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- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c
- start renaming uniforms to match GZDoom.
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Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
b15cc31a38
- transitioned matrix setup to use the backend's uniform buffer implementation.
2020-06-04 20:14:48 +02:00
Christoph Oelckers
8430658cc5
- fixed texture filter menu entry.
2020-06-02 17:12:10 +02:00
Christoph Oelckers
350acd2ac3
- scale the vertex coordinates that get output to the hardware by 1024.
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This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
bd0c8acd46
- replaced detail matrix with a two element scale vector because that is all that is needed.
2020-05-31 12:23:35 +02:00
Christoph Oelckers
2841154683
- moved code around, got a few more utilities from GZDoom.
2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6
- another backend update, pulling in the sky renderer.
2020-05-31 10:32:10 +02:00
Christoph Oelckers
5728241c1c
- updated backend from GZDoom.
2020-05-30 23:10:17 +02:00
Christoph Oelckers
1bc744b77b
- moved hictinting data into the lookup tables.
2020-05-29 20:15:42 +02:00
Christoph Oelckers
72889540a5
- use GZDoom's gl_samplers.cpp
2020-05-28 23:48:50 +02:00
Christoph Oelckers
758e4ad7cb
- stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
...
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
531c68edfe
- use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
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This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
c403bc4a67
- don't double-multiply with alpha.
...
# Conflicts:
# wadsrc/static/engine/shaders/glsl/polymost.fp
2020-05-24 16:46:08 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
...
# Conflicts:
# source/core/music/music.cpp
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
c70d3b5b79
- fixed bad text macros.
2020-05-22 18:55:23 +02:00
Mitchell Richters
355ef884c8
Menudef: Polympost -> Polymost.
2020-05-22 16:42:35 +02:00
Mitchell Richters
e777225093
- fix keybind for 'TurnAround' (Turn_Around > TurnAround) in line with recent changes.
2020-04-13 23:59:46 +02:00
Christoph Oelckers
d46ea7481f
- handle RRRA E1L2's fog in the shader instead of hacking the shade tables.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
ac07af7028
- m_png.cpp is common.
2020-04-12 08:30:42 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Mitchell Richters
27dd91a18d
Menu System: Fix mouse sensitivity slider not working.
2020-04-02 08:18:23 +02:00
Christoph Oelckers
55922933bb
- added to contributor credits.
2020-04-01 22:35:56 +02:00
Christoph Oelckers
5af0217db7
- got rid of the software rendering blend tables.
2020-03-29 17:23:57 +02:00
Christoph Oelckers
de2c07aa6a
- revert all consolidation efforts between Duke and RR frontends.
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Too many problems with different code.
2020-03-18 08:24:31 +01:00
Christoph Oelckers
a5c2152530
- consolidated the dynamic tile handling for Duke and RR frontends
2020-03-06 17:12:38 +01:00
Christoph Oelckers
4bc0531bf7
- disabled help screen in Exhumed and save menus in Deer Huntin'.
2020-02-29 12:55:12 +01:00
Christoph Oelckers
dbf446ee6c
- ported the menu changes of the last commit.
2020-02-27 19:26:30 +01:00
Christoph Oelckers
314f8fee49
- clamp added brightness by brightmaps to a light level of 1.0.
2020-02-27 18:10:38 +01:00
Christoph Oelckers
32efc092c2
- text update.
2020-02-27 17:32:30 +01:00
Christoph Oelckers
1eb00949e3
- manually added the RRDH menu stuff.
2020-02-26 20:31:49 +01:00
Christoph Oelckers
0551c16203
- added detection for Deer Huntin' GRP.
2020-02-26 20:31:48 +01:00
Christoph Oelckers
9cffd5b364
- forgot to save the shader...
2020-02-18 21:05:29 +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
de59841961
- crosshair scaling is only imlemented in games derived from Duke.
2020-02-18 19:08:28 +01:00
Christoph Oelckers
2182b4b1d4
- text update.
2020-02-16 23:12:01 +01:00
Christoph Oelckers
a873dcf6e0
- fixed the pause key.
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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
4323632ed2
Merge branch 'master' of https://github.com/coelckers/Raze
2020-02-14 00:56:50 +01:00
alexey.lysiuk
c69d987ec2
- fixed fatal error in menu definition
...
Script error, "engine/menudef.txt" line 1141: Unknown keyword 'ifgamne'
2020-02-14 11:42:11 +02:00
Christoph Oelckers
c643aadb4b
- fixed hud scaling slider value ranges
2020-02-14 00:56:23 +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
a75b035552
- added a few missing options to the menu
2020-02-14 00:11:11 +01:00
Christoph Oelckers
e9abbf53c6
- added the missing shadow option to the menu.
2020-02-12 22:09:22 +01:00
Christoph Oelckers
7909f29691
- allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
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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
286d53d3bf
- added the missing handling for the basepal tinting.
2020-02-11 20:55:47 +01:00
Christoph Oelckers
56092759ff
- fixed typo in F5 keybind.
2020-02-11 19:34:37 +01:00
Christoph Oelckers
6231cec7c1
- sound backend update.
2020-02-09 13:26:51 +01:00
Christoph Oelckers
dbc958baeb
- fixed swapped color channels in the tinting part of the shader.
2020-02-05 20:02:50 +01:00
Christoph Oelckers
b271574f90
- fixed typo.
2020-02-04 21:19:57 +01:00
CommonLoon102
1cb182be2f
- more credits.
2020-02-03 20:44:33 +01:00
Christoph Oelckers
8412602621
- added more EDuke credits.
2020-02-02 20:29:43 +01:00
Christoph Oelckers
3a522091b9
- detect the add ons in the Megaton edition.
2020-02-02 13:33:07 +01:00
Christoph Oelckers
5d55f768e0
- added autodetection for Cryptic Passage and Route 66 add-ons in their originally (messed up) form.
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Cryptic Passage will also be detected in a Fresh Supply installation now.
2020-02-01 21:12:09 +01:00
Christoph Oelckers
ca593f7dda
- addon in grpinfo.
2020-02-01 18:03:32 +01:00
Christoph Oelckers
43ab68a238
- proper graphic for Exhumed's option menu item.
...
Thanks to Dynamo for creating it.
2020-01-29 22:06:35 +01:00
Christoph Oelckers
08ec38ce75
- fixed some missing menu texts.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
9ca1e56713
- added extended sound lookup as well plus menu options.
2020-01-27 22:29:45 +01:00
alexey.lysiuk
2f4078d99e
- fixed rendering on macOS
...
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
Christoph Oelckers
a7b020d1a8
- implemented proper screen size scaling for Exhumed.
2020-01-22 16:14:01 +01:00
Christoph Oelckers
dcbb936a9b
- fixed hud_scale for Shadow Warrior.
2020-01-22 15:21:07 +01:00
Christoph Oelckers
09106b3159
- fixed the HUD size slider for Blood.
2020-01-22 13:53:26 +01:00
Christoph Oelckers
57a455d6cb
- swapped order of matrix application.
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Model rotation must come before view rotation, this just never showed up because EDuke32 doesn't have both non-identity at the same time.
2020-01-19 13:59:45 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
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Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Rachael Alexanderson
c21c7a0670
- fix scaling menu options
2020-01-17 08:13:05 -05:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
4aacd6d958
- display the savepics.
...
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers
a0d02f2bea
- text fixes.
2020-01-13 18:07:34 +01:00
Christoph Oelckers
d4a2d776cf
- added detection for another variant of SW's Wanton Destruction add-on.
...
- corrected the main script name for WW2GI's Platoon Leader add-on.
2020-01-11 22:50:12 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
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Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
6305714493
- fixed some issues with RR's Route66 add-on.
...
The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
Christoph Oelckers
83292c9dd6
- fixed a few issues and added some savegame debug code for Shadow Warrior.
2020-01-05 18:49:19 +01:00
Christoph Oelckers
39c55199f9
- added a few missing menu things.
2020-01-03 20:37:02 +01:00
Magnus Norddahl
13a7b7d4b2
Hook up gl_ssao
2020-01-03 18:34:43 +01:00
Christoph Oelckers
c82d6de6c3
- fixed a few typos and uninitialized variables.
2020-01-03 17:08:41 +01:00
Christoph Oelckers
6574c34543
- re-enabled MIDI selection, but only with the devices that are supposed to be seen.
2020-01-03 09:22:22 +01:00
Christoph Oelckers
b564dc8273
- disabled MIDI device selection option.
2020-01-03 00:49:08 +01:00
Christoph Oelckers
62fd8a49c1
- fixed CVAR assignment for number of sound channels.
2020-01-03 00:47:13 +01:00
Christoph Oelckers
85593e3e93
-missing menu text fixes.
2020-01-02 20:45:17 +01:00
Christoph Oelckers
fe4c20143a
- removed OPL related menu entries.
2020-01-02 20:15:43 +01:00
Christoph Oelckers
e43d2c10c0
- removed the OPL synth because parts of it are GPLv3 and even under the best circumstances not compatible with the license mix here.
2020-01-02 19:20:12 +01:00
Christoph Oelckers
6dfb15c548
- let's not forget this - even if not in use for now.
2019-12-29 17:06:13 +01:00
Christoph Oelckers
737bf15ad8
- added GZDoom's postprocessing/presentation code.
...
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers
c4219f40be
- renamed the project to "Raze".
2019-12-28 14:10:25 +01:00