Christoph Oelckers
a419181c36
- simplified screenshot code.
2020-06-12 00:39:06 +02:00
Christoph Oelckers
f2d075e0d0
- code cleanup.
2020-06-12 00:37:40 +02:00
Christoph Oelckers
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00
Christoph Oelckers
ba397f5ca1
- always draw floors opaque
2020-06-11 23:55:23 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Mitchell Richters
76884c1e18
- fix CI build errors in vk_shader.cpp for all platforms due to missing terminator on #ifdef guarded line.
2020-06-11 13:17:12 +03:00
Christoph Oelckers
f92d775ddb
- fixed bad includes.
2020-06-11 09:57:17 +02:00
Christoph Oelckers
a9141af545
- backend update.
2020-06-11 09:15:44 +02:00
Christoph Oelckers
f41e0f9f50
- copied non-x86 compile fix from GZDoom.
2020-06-09 00:13:28 +02:00
Christoph Oelckers
17e1e4175e
- switched NPOT emulation to the renamed uniforms.
...
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
5cbe9fc49c
- added NPOT emulation to the backend.
...
This is #ifdef guarded because GZDoom uses the same code base but has no use for this feature.
2020-06-08 08:02:58 +02:00
Christoph Oelckers
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +02:00
Christoph Oelckers
5330964a7a
- removed redundant initializers.
2020-06-07 15:07:32 +02:00
Christoph Oelckers
d7225c1965
- backend update from GZDoom
2020-06-07 15:02:54 +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
b6d204a88b
- fixed: Weapons are part of the scene and always need to be rendered with the global base palette.
2020-06-07 13:50:41 +02:00
Christoph Oelckers
8da6b8796b
- made presets work again.
...
Two fixes:
* fixed file system setup to mark the last main game resource.
* unbind all keys before loading a preset.
2020-06-07 13:35:23 +02:00
Christoph Oelckers
f2a637418d
- moved palette.cpp out of Build folder.
2020-06-07 13:06:18 +02:00
Christoph Oelckers
3fe4dbed01
- fixed fog translation table generation.
2020-06-07 12:51:26 +02:00
Christoph Oelckers
724c8d4251
- fixed: The full dotted lump filter string was never used.
...
The code added all partial matches to the file system but not the full match.
2020-06-07 11:55:51 +02:00
Christoph Oelckers
f0d208bf56
- fixed compile error.
2020-06-07 10:46:35 +02:00
Christoph Oelckers
9aa2224110
- remove the remains of Lunatic from RR code.
2020-06-07 10:46:22 +02:00
NY00123
a54d408d59
Duke3D: Remove KEEPINSYNC comments referencing LUA code
...
# Conflicts:
# source/duke3d/src/_functio.h
# source/duke3d/src/duke3d.h
# source/duke3d/src/game.h
# source/duke3d/src/global.h
2020-06-07 10:38:55 +02:00
NY00123
ec11d22caf
Use static instead of LUNATIC_EXTERN
...
# Conflicts:
# source/build/include/build.h
# source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
6a70389f1d
Let's just use __fastcall instead of LUNATIC_FASTCALL
...
# Conflicts:
# source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
cca922f023
Engine: Adjust krand for removal of LUNATIC
...
# Conflicts:
# source/build/include/build.h
# source/build/src/engine.cpp
2020-06-07 10:35:23 +02:00
NY00123
dba06d9601
Engine: Remove the LUNATIC-specific definitions
...
of engine_main_arrays_are_static, engine_v8 and Mulscale.
# Conflicts:
# source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
NY00123
3592118e25
source/duke3d/src/actors.h: Remove last remaining mention of the
...
LUNATIC macro in Duke3D. AC_ACTIONTICS and AC_MOVFLAGS are still used.
2020-06-07 10:34:13 +02:00
NY00123
ea06e35025
source/duke3d/src/osdcmds.cpp:osdcmd_spawn: Remove
...
LUNATIC-specific code while defining the two loop vars at once.
# Conflicts:
# source/duke3d/src/osdcmds.cpp
2020-06-07 10:34:12 +02:00
NY00123
40abf17f2f
Duke3D: Remove a few more LUNATIC-specific definitions and macro references
2020-06-07 10:33:53 +02:00
NY00123
db71bb9ba7
source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
...
# Conflicts:
# source/duke3d/src/gamevars.cpp
2020-06-07 10:33:40 +02:00
NY00123
6a4960c774
source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this
...
is a no-op in non-LUNATIC builds, which will be the only ones to stay.
2020-06-07 10:33:18 +02:00
NY00123
fe020facf9
source/duke3d/src/player.cpp: Remove LUNATIC implementation of
...
G_HandlePal. In fact, let's not use a separate P_HandlePal function.
2020-06-07 10:33:17 +02:00
NY00123
a1bfbb0b21
source/duke3d/src/premap.cpp:P_ResetTintFade: Remove LUNATIC-specific
...
assignment, but keep the function instead of separately setting pals.f.
2020-06-07 10:33:17 +02:00
NY00123
c93ec9e405
source/duke3d/src/network.cpp: Remove LUNATIC-specific code
2020-06-07 10:33:17 +02:00
NY00123
7cf7ccfd05
source/duke3d/src: Remove almost all "#ifdef LUNATIC" blocks.
...
Surrounding "#if !defined LUNATIC"/"#endif" pairs are also covered.
# Conflicts:
# source/duke3d/src/astub.cpp
# source/duke3d/src/cmdline.cpp
# source/duke3d/src/demo.cpp
# source/duke3d/src/duke3d.h
# source/duke3d/src/game.cpp
# source/duke3d/src/game.h
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/gamedef.h
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
# source/duke3d/src/gamevars.cpp
# source/duke3d/src/gamevars.h
# source/duke3d/src/namesdyn.cpp
# source/duke3d/src/osdcmds.cpp
# source/duke3d/src/premap.cpp
# source/duke3d/src/savegame.cpp
# source/duke3d/src/savegame.h
# source/duke3d/src/sbar.cpp
# source/duke3d/src/screens.cpp
2020-06-07 10:33:16 +02:00
NY00123
1a1039a2d3
Fix a possible jitter upon changing the player's action
...
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
2020-06-07 10:19:49 +02:00
NY00123
039458d14d
sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
...
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
2020-06-07 10:19:48 +02:00
NY00123
ce2aee49df
SW: This should hopefully be a better way of fixing the lack of
...
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
# Conflicts:
# source/sw/src/track.cpp
2020-06-07 10:19:48 +02:00
Richard C. Gobeille
a0876223ab
Assignments
...
# Conflicts:
# source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Christoph Oelckers
9fc5f2d2e7
- some shader cleanup.
...
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
09e31fd5f4
- disabled sky texture clamping because it never really worked.
2020-06-07 10:14:32 +02:00
Christoph Oelckers
60d7f4f7c2
- got rid of the RF_NPOTEmulation flag.
...
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
fc466849ce
- disabled demos in blood.
2020-06-06 09:23:44 +02:00
Christoph Oelckers
70ae86aff1
- disabled Blood's demo code because recent changes broke sync to the point where trying to fix it looks like a pointless endeavour.
2020-06-06 07:56:35 +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
f159496f6e
- moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
...
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
0bd460d9e3
- split up the visibility factor into a scene specific and an element specific part.
...
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