Commit graph

10775 commits

Author SHA1 Message Date
NY00123
829bc10ccb SW: If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.

# Conflicts:
#	source/sw/src/game.cpp
2020-08-19 14:24:56 +02:00
Christoph Oelckers
9caf1ead91 - use the common interpolation function for Blood.
This keeps the main calculation for time difference in one place.
2020-07-14 12:48:56 +02:00
Christoph Oelckers
893686709b - removed the redundant rfreq factor from CalcSmoothRatio.
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
2020-07-14 12:32:59 +02:00
alexey.lysiuk
df2b3b6b17 - made mouse scaling in Cocoa backend match other platforms 2020-07-07 11:37:23 +03:00
Mitchell Richters
dae1506182 - change std::max() to std::min() in glbackend.h. Fixes issue in coelckers/Raze#83. 2020-07-05 09:05:19 +02:00
Mitchell Richters
30300bf3b2 - allow shade in glbackend.h to accept negative values, but still at a max of numshades-1.
* This fixes some issues with distance lighting issues in Duke3D as reported at https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158417.
2020-07-05 08:57:21 +02:00
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Mitchell Richters
bb57590d34 - add gl_texture CVAR to glbackend à la GZDoom.
* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc.
* Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
2020-07-04 18:26:11 +02:00
Mitchell Richters
25c5b76f91 - make SDL mouse scaling match that of Windows for consistency. 2020-07-04 18:25:13 +02:00
Mitchell Richters
bbacc9e816 - factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
fc017f5868 - removed unused editwall variable. 2020-06-26 20:28:57 +02:00
Christoph Oelckers
16db8195d5 - fixed incomplete texts in inventory.
This didn't properly discover bad lowercase entries in the font.
2020-06-26 12:20:24 +02:00
Christoph Oelckers
43f899f2ce - Do not start multiple instances of the same sound on the same source in Exhumed.
From the looks of it the engine calls the sound function repeatedly while the sound plays to perform distance checks.
With the OpenAL backend these checks are totally unnecessary and shouldn't do anything.
2020-06-24 22:02:23 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Mitchell Richters
291475eeb5 - simplify visibility calculation from changes performed in d80a32d379.
* Achieves the exact same result in a cleaner fashion.
2020-06-23 14:16:42 +02:00
Mitchell Richters
c05eb6dbb6 Blood: Fix issues with weapon not switching properly if cycling the weapons too quickly.
- This means that while weapons can't be changed mid-animation, they switch consistently. I feel they animate quick enough, anyway.
2020-06-23 12:19:53 +02:00
Mitchell Richters
e1e05eeaa7 - change cl_defaultconfiguration default from '2' (leftbinds) to '0' (defbinds). 2020-06-23 12:16:11 +02:00
Mitchell Richters
91cc97ced0 Change Next/Previous Weapon button handling for Shadow Warrior.
- Makes consistent with Duke 3D, RR and Blood.
2020-06-22 07:47:58 +02:00
Mitchell Richters
d80a32d379 - fix render visibility calculation following changes in 0bd460d9e3.
* Output from PrintVis() in 9dfd3ddd02 showed resulting global visibility as 0.078125.
* Following 0bd460d9e3, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
2020-06-21 10:12:54 +02:00
Mitchell Richters
3325ef272e - make r_ambientlight work globally for all games by performing adjustment engine-side. 2020-06-21 10:12:54 +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
7edcd3125a - fixed music setup for Duke3D.
The parser prepends a '/' to the names which needs to be removed when looking up the music.
2020-06-20 09:38:30 +02:00
Christoph Oelckers
550576d94d - allow skipping the Exhumed logos. 2020-06-17 17:10:31 +02:00
Richard C. Gobeille
d28929c437 engine: add klabs() back into ksqrtasm_old() 2020-06-17 17:10:11 +02:00
Dino Bollinger
ba4eb3f906 Fix crash during demo playback caused by a mistake in 5132b41f 2020-06-17 17:10:11 +02:00
Dino Bollinger
a5085c3631 Expose newgamecustom menu and submenu index to CON (read-only).
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
2020-06-17 17:10:11 +02:00
Dino Bollinger
79d3a36106 Duke3D: Fix frozen players floating in mid-air 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
3c6adcd10b RR: fix player still being able to look around while frozen
Replicates changes to Duke3D code from f408c5a8d4763ef905c81d870ab53d74fa5be015.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
815df3ed38 Duke3d: fix player still being able to look around while frozen 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
e641c82cdc RR: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Replicates changes to Duke3D code from 5e4fd35738.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
47c16e4872 RR: fix issue with player movement not being locked when crushing shrunken enemies
Replicates changes to Duke3D code from f5aa302475.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
0822195ba2 RR: fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Replicates changes to Duke3D code from c30b21dcdc7dfbcd400abe0fad204f1c0bacdba1.
2020-06-17 17:10:11 +02:00
Mitchell Richters
db5a4b49eb - Duke3D: Fix issues caused from cherry pick from upstream.
This change from a5c9a702e9 needs to be dropped due to how we're handling one_eighty_count as per 2129d3b4e7.
2020-06-17 17:10:11 +02:00
Christoph Oelckers
b9a567463c - fixed compile error. 2020-06-17 12:26:06 +02:00
Richard C. Gobeille
9a2c2d5a98 exhumed: fix overflow in feebtag() 2020-06-17 12:26:06 +02:00
nukeykt
22e0c4d9ae Rednukem: fix longstanding bug with unfrozen GREENSLIME
Backported from eduke32
2020-06-17 12:26:06 +02:00
sirlemonhead
d2806393bb PCExhumed: Add code to draw serpent cam status text on screen
# Conflicts:
#	source/exhumed/src/sound.cpp
#	source/exhumed/src/status.h
2020-06-17 12:26:06 +02:00
sirlemonhead
9df13d0dfe PCExhumed: Don't restore mid level save point if re-entering a just completed level 2020-06-17 12:26:05 +02:00
sirlemonhead
2e514e539e PCExhumed: Fix cheat messages 2020-06-17 12:26:05 +02:00
Dino Bollinger
54ce1b5c06 Fix minor memory leak in Net_Connect()
# Conflicts:
#	source/duke3d/src/network.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4128fd62c7 engine: set g_loadedMapVersion in engineLoadBoardV5V6()
# Conflicts:
#	source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4e9144dd20 Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
54d9a1a711 Duke3d: add some labels for the different GREENSLIME states 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
5574f0bd74 Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
39b1c3cee9 Duke3d: fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
575541e32c engine: update libdivide 2020-06-17 12:26:03 +02:00
Richard C. Gobeille
1cab7b9765 engine: add divideu64()/divideu64_noinline() 2020-06-17 12:26:03 +02:00
Dino Bollinger
d3b6991846 Duke3D: This should fix players being able to superjump out of water 2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765 Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
28911435d9 Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
2020-06-17 12:26:03 +02:00