Commit graph

7135 commits

Author SHA1 Message Date
Mitchell Richters
2abda0e27d - All Games: Migrate each game's clock counter to backend solution. 2021-02-18 21:47:33 +11:00
Christoph Oelckers
c96e04e6c9 - backend update from GZDoom. 2021-02-12 14:44:54 +01:00
Christoph Oelckers
5b6aa372ea - fixed autoaim check and adjusted presentation in the menu to be correct for all games.
Fixes #264
2021-02-06 10:56:11 +01:00
Christoph Oelckers
ba22df2a2a - removed unused I_GetBuildTimeFrac function. 2021-02-03 12:18:58 +01:00
Christoph Oelckers
8e0c50c22c - fixed: F2DDrawer::AddPoly was missing a texture validation check.
This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
Fixes #263
2021-02-02 23:13:40 +01:00
Christoph Oelckers
cf672b508f - removed unused 'updatesectorexclude' function. 2021-02-02 23:13:40 +01:00
Mitchell Richters
b1290448c5 - Duke: Slightly tune texty in FullscreenHUD1() to line it up perfectly. 2021-02-01 18:42:41 +11:00
Christoph Oelckers
8ffda1c9d1 - Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
30e8111979 - fix inventory selector positioning in WW2GI.
This must have abused some quirk of the original code to be this far off...
2021-01-30 23:51:50 +01:00
Christoph Oelckers
40593b866f - WW2GI: fixed event numbering.
There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
Fixes #252
2021-01-30 23:42:44 +01:00
Christoph Oelckers
a0be30facb Revert "- Exhumed: Tune x offset alignment in DrawStatusAnims() following changes in 220283d1ec3cba03f455bd96bcf130df777b5635."
This reverts commit c08583ebc1.

This does not work as intended.
Fixes #261

# Conflicts:
#	source/games/exhumed/src/status.cpp
2021-01-30 10:55:58 +01:00
sinisterseed
19e7419896 - Exhumed: Fixed key offsets.
An int can't store a float, effectively truncating to 0 and not holding the 0.5. Thanks MJ :) .
Partially addresses #262 - The Torch icon bouncing in the HUD still remains.
2021-01-30 11:50:33 +02:00
Mitchell Richters
f11501883d - Exhumed: Make 3rd person camera properly interpolated. 2021-01-30 11:23:38 +11:00
Mitchell Richters
e66960d9fc - Exhumed: Ensure ox/oy/oz sprite positions are set when warping to coordinates. 2021-01-30 11:22:46 +11:00
Christoph Oelckers
e7ab4cd176 - backend update from GZDoom. 2021-01-29 13:20:00 +01:00
Christoph Oelckers
7b72fccfa2 - fixed hires replacement code not to destroy the intended translation in case there is no replacement. 2021-01-29 13:08:26 +01:00
Mitchell Richters
c08583ebc1 - Exhumed: Tune x offset alignment in DrawStatusAnims() following changes in 220283d1ec. 2021-01-29 22:11:03 +11:00
Christoph Oelckers
52ba0461bc - fixed hires lookup for tiles using special palettes.
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Mitchell Richters
ff0be3079e - m_fixed.h: Fix incorrect return type for MulScaleF() originating from 8cf2588bad. 2021-01-29 21:19:15 +11:00
Mitchell Richters
c267c214c2 - Duke: Repair jumping zvel issue originating from 5e45f988e3 for Duke and 1c5c90d00f for RR.
* Thanks for backtracing, Graf :)
* Fixes #259.
2021-01-29 20:00:15 +11:00
Christoph Oelckers
26c5d5aa32 - SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
This case needs different offsets.
2021-01-27 23:53:26 +01:00
Christoph Oelckers
3163e4a799 - check for invalid tiles being passed to the 2D renderer.
Since mods can actually replace valid tiles with invalid ones, the low level render code needs to check this case.
2021-01-27 23:52:40 +01:00
Christoph Oelckers
8cf3e50ade - removed bad 'pos' setup in PreDrawStackedWater
This was a) supposed to set 'opos' not 'pos' and is b) redundant because here both Users point to the same sprite.

Fixes #261
2021-01-25 18:07:49 +01:00
Christoph Oelckers
981a2c7e5c - Exhumed: restored old static switch array.
There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00
Christoph Oelckers
1ab11a02e2 - RR: fixed player input for diving.
Fixes #260
2021-01-24 08:59:08 +01:00
Christoph Oelckers
7f75b2274f - code updates from PCExhumed. 2021-01-19 09:44:16 +01:00
Rachael Alexanderson
47f0370512 - add some 21:9 presets 2021-01-18 06:25:04 -05:00
Rachael Alexanderson
3f30d91323 - 21:9 improvements
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:45:12 -05:00
Christoph Oelckers
042795612e - Exhumed: Refined sector movement code so that pickups get always moved even when not touching the floor.
... because it seems to be inevitable that games have to exploit some implementation shortcomings...
2021-01-16 23:42:34 +01:00
Christoph Oelckers
c342594691 - Exhumed: fixed wall scrollers. 2021-01-14 23:55:45 +01:00
Christoph Oelckers
91f8df48c6 - Exhumed: changed MoveSectorSprites so it only moves sprites that actually stand on the sector's floor.
Since this had no check for z it even moved things floating above a lift or players hanging over a dropoff with the lift below.
2021-01-12 20:57:28 +01:00
Christoph Oelckers
fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00
Christoph Oelckers
a74419f5e7 - Exhumed: removed opos entirely. 2021-01-10 18:30:56 +01:00
Christoph Oelckers
b0e5e9fc72 - Exhumed: fixed camera position interpolation.
This was still using old the old game-specific method.
Moving up a lift now interpolates properly, but there's still an unrelated issue when moving down.
2021-01-10 18:15:28 +01:00
Christoph Oelckers
e2f546862b - Exhumed: fixed scrolling floor/ceilings. 2021-01-10 17:13:48 +01:00
Mitchell Richters
41ad44bf40 - Blood: Avoid integer truncation when updating player's sprite angle with actual angle of player.
* Fixes #256.
2021-01-10 18:17:29 +11:00
Christoph Oelckers
98ee5178aa - Exhumed: interpolate lifts/platforms
Unfortunately this reveals a rather ugly problem with player movement on such a platform that still needs examination.
2021-01-05 22:32:34 +01:00
Mitchell Richters
afdfcba9c3 - SW: Leverage new spritetype methods within SW.
* We now also interpolate the player's sprite angle in the automap code so that `cl_syncinput 1` is smooth, just like e8c20f502b.
2021-01-06 06:22:37 +11:00
Mitchell Richters
1a86e74c40 - Blood: Leverage new spritetype methods within Blood. 2021-01-06 06:22:35 +11:00
Mitchell Richters
6721a6aa05 - Exhumed: Leverage new spritetype methods within Exhumed. 2021-01-06 06:22:33 +11:00
Mitchell Richters
18fbc8996b - Duke: Remove a few redundant sprite backups and change some backups to what's actually needed. 2021-01-06 06:22:31 +11:00
Mitchell Richters
97159c20c1 - Duke: Leverage new spritetype methods within Duke, removing bposx/bposy/bposz from hittype. 2021-01-06 06:22:29 +11:00
Mitchell Richters
07a43c572e - Build: Extend spritetype struct with interpolation variables and numerous methods to do with pos, angle and interpolation of such. 2021-01-06 06:22:27 +11:00
Mitchell Richters
ede15c3af2 - Exhumed: Remove unrequired !bUnderwater check. 2021-01-05 17:13:22 +11:00
Mitchell Richters
7fcf1c94a1 - Exhumed: Minor fixes to panning code.
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
726c51bf63 - Exhumed: Update inita in UpdatePlayerSpriteAngle(), allowing the removal of forced synchronised input while using the chase cam. 2021-01-05 11:01:47 +11:00
Mitchell Richters
d32dcd5f8e - Exhumed: Fix player panning when walking up/down steps while horizon is 0. 2021-01-05 11:01:41 +11:00
Christoph Oelckers
b034d9e059 - Exhumed: Interpolate doors. 2021-01-04 21:51:54 +01:00
Mitchell Richters
5124c0daec - Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h. 2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69 - Replace scale() calls with Scale() from common. 2021-01-05 07:31:34 +11:00
Mitchell Richters
3c5d553456 - Move krecipasm() from pragmas.h into polymost.cpp. 2021-01-05 07:31:30 +11:00
Mitchell Richters
d460f048fa - Remove klabs() define and replace with abs(). 2021-01-05 07:31:28 +11:00
Mitchell Richters
b9c2af130a - Replace divscale() calls with DivScale() from common. 2021-01-05 07:31:26 +11:00
Mitchell Richters
868aa7f07a - Replace mulscale() calls with MulScale() from common. 2021-01-05 07:31:24 +11:00
Mitchell Richters
b5aac8723f - Replace dmulscale() calls with DMulScale() from common. 2021-01-05 07:31:22 +11:00
Mitchell Richters
aae175f287 - Replace divscale##() calls with MulScale() from common.
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
f20daa2595 - Replace divscale64() calls with DivScaleU() from common. 2021-01-05 07:31:17 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad - Replace fmulscale##() calls with MulScaleF() from common.
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
8f75f06efd - Replace tmulscale##() calls with TMulScale() from common. 2021-01-05 07:31:08 +11:00
Christoph Oelckers
b5caf2fd97 - Exhumed: Interpolate the movable blocks. 2021-01-04 20:44:46 +01:00
Christoph Oelckers
6257ea30e1 - Exhumed: added interpolation for slides and moving platforms. 2021-01-04 20:34:27 +01:00
Christoph Oelckers
0f3da7194a - actually compile the game code as larger units and integrate them in the main project.
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Christoph Oelckers
e866a9e0c0 - moved setsectinterpolate/clearsectinterpolate into the backend. 2021-01-04 10:37:14 +01:00
Mitchell Richters
8e62d585eb - Blood: Fix glitched akimbo shotguns by removing code that needed to go with 182b8023ca.
* Fixes #200.
2021-01-04 15:15:19 +11:00
Mitchell Richters
e8c20f502b - Duke: Back up sprite's angle in ticker and interpolate in gi->GetInput() if !SyncInput(). Sprite angle now works properly with cl_syncinput 1. 2021-01-04 13:27:31 +11:00
Mitchell Richters
8911805e3a - Duke: Ensure an uninterpolated angle is sent to DrawOverheadMap() if playing with unsynchronised input. 2021-01-04 09:06:57 +11:00
Mitchell Richters
22f28477e4 - Duke: Revert backing up of sprite's ang to tempang from be12da6bfb and subsequent interpolation of sprite's ang in 21da658617 and directly update the sprite's angle in gi->GetInput() like the other games.
* Fixes #251.
2021-01-04 08:49:57 +11:00
Mitchell Richters
b191a482d6 - Remove hw_detailmapping and hw_glowmapping since they're no longer relevant with GZDoom's backend (they're always in an on state). 2021-01-03 21:39:21 +11:00
Mitchell Richters
de1b4765dc - Duke: Partially revert edba971b7f. I need to stop breaking this. 2021-01-03 20:14:40 +11:00
Mitchell Richters
f036e94cca - Duke (RR): Also fix location of p->apply_seasick() in the ticker as well. 2021-01-03 20:06:28 +11:00
Mitchell Richters
6058669e29 - Duke: Within gi->GetInput() , call p->apply_seasick() after applylook() as per the original code, and call unconditionally since its guarded as to whether it runs or not internally. Original spot only had it called if on a vehicle which wasn't right. 2021-01-03 20:00:43 +11:00
Mitchell Richters
f6b9c3cba7 - Duke (RR): Fix braking on vehicles which never got picked up. 2021-01-03 19:25:49 +11:00
Mitchell Richters
edba971b7f - Duke: Remove newOwner check from cef1f8275b & cb93560a4a that were just cancelling out each other, and clean up 2x if (p->newOwner != nullptr) checks into one. 2021-01-03 18:51:43 +11:00
Mitchell Richters
d3b95d4d70 - Build/Duke: Remove the only use case for drawrooms() inline wrapper and change getcamspriteang() to return binangle instead of a build angle. 2021-01-03 17:35:19 +11:00
Mitchell Richters
0cab84f17a - Duke: Backport EDuke32 commits b1e3f3bcf9c5214ae835d09e12cc41bac4f057ce & 4c4fdd1f4ab9381b60db06f37ec270850599e1ae in relation to swinging doors. 2021-01-03 15:45:38 +11:00
Mitchell Richters
9b7d07df90 - Duke: Fix flashing vehicle HUD when cl_syncinput 1 is set. 2021-01-03 09:55:25 +11:00
Rachael Alexanderson
fc7dada764 - sync from gzdoom 2021-01-02 07:52:59 -05:00
Mitchell Richters
86bb6b1cdc - Duke: Backport EDuke32 commit ac64e11553344084753cdd75abd898ec2c725a16 to fix buggy swinging doors, most apparent on E4L1. 2021-01-02 23:41:03 +11:00
Mitchell Richters
617dc8001c - Exhumed: Fix automap player smoothness. 2021-01-02 19:50:02 +11:00
Mitchell Richters
2ec79ad581 - Exhumed: Interpolate x/y/ang coordinates before passing to DrawOverheadMap(). 2021-01-02 19:49:06 +11:00
Mitchell Richters
aef6fddd3f - Blood: Fix automap player smoothness. 2021-01-02 19:41:48 +11:00
Mitchell Richters
b5e197d9be - Blood: Interpolate x/y/ang coordinates before passing to DrawOverheadMap(). 2021-01-02 19:36:46 +11:00
Mitchell Richters
fd026edc5c - SW: Interpolate automap player. 2021-01-02 18:44:07 +11:00
Mitchell Richters
21da658617 - Duke: Interpolate automap player. 2021-01-02 18:23:12 +11:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Mitchell Richters
2fa2d93084 - Blood: Move synchronised input call to doslopetilting() above call to resetForcedSyncInput(). 2021-01-02 14:54:54 +11:00
Mitchell Richters
25eaeff0db - Wrap all g_gameType & GAMEFLAG_BLOOD checks into isBlood() inline. 2021-01-02 14:46:58 +11:00
Mitchell Richters
532d128afd - Blood: Migrate game's slopetilting code to calcviewpitch(). 2021-01-02 14:40:35 +11:00
Mitchell Richters
3516e4c3b0 - Blood: Don't use cl_viewbob to control bobbing overall, only cl_viewhbob and cl_viewvbob as exposed via the menus. 2021-01-02 13:16:15 +11:00
Mitchell Richters
5cfc528f5a - Exhumed: Don't clear localInput when copying to backend packet.
* Did this in 949e456018.
* Exhumed works differently...
2021-01-02 11:17:17 +11:00
Mitchell Richters
9833c94114 - Duke: Pass the player_struct through to FinalizeInput() in line with other functions. 2021-01-02 11:04:03 +11:00
Mitchell Richters
bcb838f3fb - Duke: Fix some broken checks in FinalizeInput() stemming from 5f33b0087f. 2021-01-02 10:43:03 +11:00
Mitchell Richters
4397646cc4 - Duke: Move cancellation of spin from FinalizeInput() into applylook() in gameinput.cpp. 2021-01-02 10:26:22 +11:00
Mitchell Richters
5f33b0087f - Duke: Comment out unused enum values but leave behind for reference purposes.
* In line with SW, should have been done with fb91fc49a3.
2021-01-02 10:09:42 +11:00
Mitchell Richters
4aae71f0ee - InputState::ClearAllInput(): Call resetTurnHeldAmt() when clearing input. 2021-01-02 10:00:29 +11:00
Mitchell Richters
e65e112281 - Duke: Remove local calculation of turboturntime for RRRA vehicles in lieu of backend solution. 2021-01-02 09:59:51 +11:00
Mitchell Richters
36c25ee2a0 - gameinput.cpp: Break out processMovement()'s turnheldamt calculations into functions. 2021-01-02 09:53:03 +11:00
Mitchell Richters
a1dd36ffee - Exhumed: Rename ps_input.h -> input.h. 2021-01-02 09:38:23 +11:00
Mitchell Richters
37d13e3ea3 - SW: Remove unused turnheldtime missed when doing 949e456018. 2021-01-02 09:32:38 +11:00
Mitchell Richters
3a801cbf5c - calcviewpitch(): Set scaleAdjust to default to 1 in prototype like other functions in gameinput.cpp. 2021-01-02 09:32:19 +11:00
Mitchell Richters
dac08a2cb9 - calcviewpitch(): Fix issue with returning horizoff to 0 from negative slope. 2021-01-02 01:15:58 +11:00
Mitchell Richters
8003753989 - Duke/SW: Move each game's check of cl_slopetilting into calcviewpitch() backend function. 2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006 - Duke/SW: Consolidate each game's slopetilting function into backend solution.
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
3ec41e776c - SW: Clean up old auto aim/mouse aim bits. 2021-01-01 22:37:40 +11:00
Mitchell Richters
949e456018 - All Games: Slight tidy up of gi->GetInput() functions. 2021-01-01 21:33:00 +11:00
Mitchell Richters
571583ca9c - Duke: Store velocity scale in motoApplyTurn() as a variable like boatApplyTurn(). 2021-01-01 21:21:26 +11:00
Nikolay Ambartsumov
591f593888 [Blood] Fix negative priority event processing
Some sprites (for example, "Blood Drip" sprite type 702) cause
negative priority events to be added added to the event queue
on map initialization. Despite them being the highest priority
entries in the event queue, comparision with the game timer performs an
implicit unsigned conversion, which wrongly results in their priority
being considered much higher than the current in-game time, causing the
event loop to never advance. This commit fixes this problem.
2020-12-31 20:43:18 +01:00
Nikolay Ambartsumov
edd5b92c94 [Blood] Fix wrong sector path marker stat lookup 2020-12-31 20:43:18 +01:00
Christoph Oelckers
3ecd02dcac - downgrade overflow message to a debug warning. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
b73b59cf66 - fixed badly inherited exception subclass. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
0f8e73ce77 - inlined calc_globalshifts to get rid of two global variables. 2020-12-30 09:55:57 +01:00
Mitchell Richters
a0a710c56a - Duke: Fix camera horizon when viewing the screen from in-game.
* Leftover horizon offset that was missed when doing 09a05f354c.
2020-12-30 18:31:51 +11:00
Mitchell Richters
f2c6a23f38 - Duke: Allow horz input to go through when returning to center and horiz is abs(5) or less. This mimics the original behaviour where Duke would stop returning to center at 95/105. This allows faster mouse input to be applied instead of waiting for player's horizon to return to 0. 2020-12-30 18:04:30 +11:00
Mitchell Richters
5c87b7b894 - Return to center using tangent of pitch, as per original games (Duke/SW).
* Preserves the original return to center feel more accurately as original algorithm can't directly translate to pitch. If we ever get rid of Build's horizon throughout the games, this can go on the chopping block then as a necessity.
2020-12-30 18:04:00 +11:00
Mitchell Richters
0afaff2663 Revert "- Duke: Don't block horz input while returning to center."
This reverts commit 5f62058020.
2020-12-30 17:07:59 +11:00
Mitchell Richters
5f62058020 - Duke: Don't block horz input while returning to center.
* Player still returns to center after a fall or by looking/aiming up/down, but input breaks the return just like the other games.
* Fixes #220.
2020-12-29 16:48:28 +11:00
Mitchell Richters
14d41e9984 - Exhumed: Tune position of compass, ammo count and underwater lungs following changes in 220283d1ec.
Confirmed torch issue in #236 that 220283d1ec fixed still remains fixed.
2020-12-29 14:12:43 +11:00
Rachael Alexanderson
38faefa663 - set some install defaults for posix systems 2020-12-27 05:28:47 -05:00
Christoph Oelckers
220283d1ec - Exhumed: Made some adjustments to the status bar for original center alignment.
The 2D drawer in this old Build version did not properly center graphics with odd size due to integer math. Some graphics offsets are not correct due to this quirk unless such broken math is used to align them.
Fixes #236
2020-12-13 19:38:04 +01:00
Christoph Oelckers
3787e103d2 - use the same camera sprite selection logic as EDuke32 and RedNukem.
This is the only one that makes some sense.
2020-12-13 14:13:51 +01:00
Rachael Alexanderson
0c71cc4b38 - allow use of external libvpx library on windows 2020-12-13 02:30:26 -05:00
Rachael Alexanderson
218b0cfb03 - syncing these files over from GZDoom
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
b58b21cca0 - Exhumed: The global variable holding the Ramses sprite index was not stored in a savegame.
As a result it could result in the player facing an incorrect direction if this variable had not been set in a previous session.
Fixes #235.
2020-12-11 19:33:06 +01:00
Christoph Oelckers
72df9c26d8 - Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers.
Fixes #237
2020-12-11 19:17:41 +01:00
Christoph Oelckers
dd7d661f9a - explicitly disable mipmapping for indexed textures.
It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
ddd0b412ae - Exhumed: only run the level init code after loading a save, not after saving.
Fixes #221
2020-12-10 20:25:20 +01:00
Christoph Oelckers
6c36852ceb - SW: fixed positioning of the inventory bar. 2020-12-10 20:20:17 +01:00
Christoph Oelckers
5b78f84bd7 - Blood: only set 'isrunning' when the player is actually running and not when just the run key is held down.
The old logic does not work because the run toggle results in this button being continuously held down.
2020-12-10 19:23:38 +01:00
Christoph Oelckers
fdd9c10a55 - fixed: the statistics display didn't take the HUD's scale factor into account.
Fixes #229
2020-12-10 19:20:24 +01:00
Christoph Oelckers
a8fd2e7ec3 - RR: fixed inventory display overlapping the weapon bar in status bar mode.
Fixes #231
2020-12-10 19:07:15 +01:00
Christoph Oelckers
f41fe7c692 - Blood: fixed double inventory display on overlay status bar.
Fixes #230
2020-12-10 19:02:09 +01:00
Christoph Oelckers
94d3d643d7 - fixed: the file system's entry count was not updated before rehashing.
This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
b98e06cd20 - Blood: header dependency cleanup.
These are extremely ordering dependent so now blood.h serves as an umbrella header for most.
2020-12-09 15:56:32 +01:00
Christoph Oelckers
2c917ca7e1 - fixed cherry picked commit from upstream. 2020-12-08 22:21:03 +01:00
Christoph Oelckers
b3988165e2 - SW: fixed bad sector iterator in DriveCrush.
This was causing spurious crashes.
Fixes #218
2020-12-08 22:09:17 +01:00
Szilárd Biró
3713cb0f09 PCExhumed: Torch bouncing fix 2020-12-08 22:03:43 +01:00
Christoph Oelckers
1a2b93f402 - fixed sky panning in Duke.
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Christoph Oelckers
88bed95400 - Exhumed: Changed visibility from 2048 to 1024 because 2048 is clearly far too dark.
GDX also uses 1024 - I have no idea how PCExhumed gets away with 2048 here.
2020-12-06 20:25:23 +01:00
Christoph Oelckers
8d659bad32 - fixed V5/V6 format map loader. 2020-12-06 20:17:27 +01:00
Mitchell Richters
1e8fe482f3 - Duke: Partially address excessively fast sky in E4L1 as reported in #217.
* Before d545eb7aa9, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
51205fbdac - split actInit into several smaller functions. 2020-12-06 12:52:08 +01:00
Christoph Oelckers
eee972d446 - removed some unused functions from actor.cpp. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
19b731bc8f - removed the owner fuckery in Blood.
Par for course I'd say - instead of checking for replaced player actors at the only time it really matters - i.e. when respawning, it was encoded into the stored value, making the entire thing very messy.
For mow, multiplayer handling is not needed, but when it does, better go over all actors and manually substitute the two relevant fields, i.e. sprite.owner and xsprite.burnsource.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
045e487859 - actInit cleanup, new iterators returning DBloodActor. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
c92aaaee20 - This is version 0.8.0
Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Gaerzi
d644065103 - SW: Fix another bad line from 06a069750f that was missed when doing a36c122ff1. 2020-12-06 20:11:26 +11:00
Mitchell Richters
a36c122ff1 - SW: Fix bad copy-paste from 06a069750f that was causing issues with SO vehicles and turrets.
* Fixes #211.
2020-12-06 19:16:59 +11:00
Christoph Oelckers
d4198a5b1a - Exhumed: 'paused' should not be part of the 'in a game' check.
Fixes #209
2020-12-06 08:39:40 +01:00