Commit graph

9986 commits

Author SHA1 Message Date
Christoph Oelckers
51eaa5cd1f - let mouse control in the menu default to Touchscreen-like, like it is in GZDoom. 2019-12-31 02:48:16 +01:00
Magnus Norddahl
8f1d1fa94b Fix mouse move precision loss when only moving the mouse a pixel or two. Also make the baseline mouse scaling more reasonable. 2019-12-31 01:46:54 +01:00
Magnus Norddahl
0396f79c15 Fix in_mouse 0 and in_joystick 0 not working 2019-12-31 01:00:30 +01:00
Christoph Oelckers
e4caea2f95 - set default for mouse control to DirectInput.
This simply works a lot better than Raw Input and causes far less problems.
Ironic considering that it's the deprecated method...
2019-12-30 23:55:57 +01:00
Christoph Oelckers
91a4e0a005 - fixed Blood cutscene playback.
Some merge from upstream must have broken the file name correction.
2019-12-30 21:36:08 +01:00
Christoph Oelckers
2c35f87925 - fixed translucency determination. 2019-12-30 21:03:15 +01:00
Christoph Oelckers
6b431cec2c - fixed: True color texture replacements were set up incorrectly.
They incorrectly set themselves up as their own glow and detail textures.
These layers also weren't disabled for the next texture.
2019-12-30 20:44:37 +01:00
Christoph Oelckers
ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
7ea053bd90 - reconnected the HUD model drawer.
This will have to be done differently later when the postprocessor is fully working, but for now it's sufficient to just render the model right away.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
9ceb47fdb2 - cleaned up the rotatesprite code a bit. 2019-12-30 20:16:51 +01:00
Christoph Oelckers
596705a36e - apply RS_YFLIP to 2D sprites. 2019-12-30 20:16:51 +01:00
Christoph Oelckers
5830e72ab0 - fixed some rotatesprite issues:
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
6459f4e532 - refactored rotatesprite to really use the 2D drawer.
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
b34f3637ab - restored keybinds setup to the original procedure as defined by ZDoom.
Looks like some parts were missed when this was integrated piece by piece.
2019-12-30 12:43:21 +01:00
Magnus Norddahl
c3d48c9a82 Disable linux files as they are missing 2019-12-30 09:12:25 +01:00
Christoph Oelckers
f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
nukeykt
cdb08f22dd Fix redneck compiling
# Conflicts:
#	platform/Windows/eduke32.sln
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/config.cpp
#	source/rr/src/game.cpp
#	source/rr/src/game.h
#	source/rr/src/osdcmds.cpp
#	source/rr/src/sounds.cpp
2019-12-29 22:34:16 +01:00
nukeykt
62c37b64ae Fix exhumed compiling
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/menu.cpp
2019-12-29 22:30:13 +01:00
nukeykt
a5351620db Fix blood compiling
# Conflicts:
#	source/blood/src/config.cpp
#	source/blood/src/osdcmd.cpp
#	source/blood/src/screen.cpp
#	source/blood/src/sound.cpp
#	source/blood/src/sound.h
#	source/blood/src/view.cpp
#	source/blood/src/view.h
2019-12-29 22:29:50 +01:00
hendricks266
456d975392 Make the Polymode cstat bits Duke-only by translating them to tspr->clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8523 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/common_game.h

# Conflicts:
#	source/duke3d/src/common_game.h
2019-12-29 22:23:18 +01:00
hendricks266
6a5906833b Move TSPR_EXTRA_MDHACK from extra to clipdist
git-svn-id: https://svn.eduke32.com/eduke32@8522 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymer.cpp
2019-12-29 22:22:20 +01:00
hendricks266
6465feb438 Refactor tsprite creation into renderAddTSpriteFromSprite
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
hendricks266
422601bc82 Make tspritetype its own distinct struct
git-svn-id: https://svn.eduke32.com/eduke32@8520 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-29 22:22:19 +01:00
Christoph Oelckers
5a41b545e5 - reactivated saving of console aliases. 2019-12-29 17:43:40 +01:00
Christoph Oelckers
6dc064a178 - another unused one. 2019-12-29 17:13:12 +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
3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
d80159b76a - use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
2019-12-29 14:35:24 +01:00
Magnus Norddahl
26dbf5fe10 Fix black screen 2019-12-29 05:10:36 +01:00
Magnus Norddahl
7c6dc7a7db Fix premature exit when only one .grp file is available 2019-12-29 04:49:28 +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
f6dee38d28 - route all 2D drawing through the 2D drawer unconditionally.
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
9227c254d1 - removed compile instructions for libraries that are no longer needed.
Only libvpx is still required, the rest has been replaced by libsndfile.dll.
2019-12-28 18:34:16 +01:00
Christoph Oelckers
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
c4219f40be - renamed the project to "Raze". 2019-12-28 14:10:25 +01:00
Christoph Oelckers
1e16998cac - fixed memory leak in savegame menu. 2019-12-28 13:08:34 +01:00
Christoph Oelckers
2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers
d6c129b825 - Hide Exhumed frontend behind a -experimental switch.
Since the NBlood and PCExhumed repos got merged, keeping separate branches may become a bit of a hassle, so now there is only one branch, but this game will not be shown to regular users until it gets more stable.
2019-12-27 23:22:39 +01:00
Christoph Oelckers
f576774e69 Merge branch 'powerslave' 2019-12-27 23:14:53 +01:00
sirlemonhead
0275c9a503 PCExhumed: Change README.md to reflect powerslave demo support and add thanks in AUTHORS.md to JonoF (initial unreleased work was based on his JFBuild port).
# Conflicts:
#	AUTHORS.md
#	README.md
2019-12-27 23:13:29 +01:00
Christoph Oelckers
93fccfd767 - fixed the fire sound in the intro. 2019-12-27 23:09:05 +01:00
Christoph Oelckers
bea7391ac9 - more sound related fixes.
This was messier than I thought.
2019-12-27 22:17:36 +01:00
Christoph Oelckers
c41c585c7f Merge branch 'master' into powerslave 2019-12-27 20:06:44 +01:00
Christoph Oelckers
affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers
907c2bbe1e - fixed keyboard turning.
Why did it only apply the chance each 4th call instead of doing it smoothly???
2019-12-27 17:35:13 +01:00
Christoph Oelckers
c3ba6d00e6 - fixed: forgettable channels must not be tested for sound limits because they no longer have a valid source. 2019-12-27 17:08:48 +01:00
Christoph Oelckers
7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
8e5b9111bd Merge branch 'master' into powerslave
# Conflicts:
#	source/CMakeLists.txt
2019-12-27 15:34:09 +01:00