Commit Graph

1295 Commits

Author SHA1 Message Date
Christoph Oelckers b2545f8042 - PlayMusic script function. 2021-05-23 16:21:04 +02:00
Christoph Oelckers d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers cc1def8d77 - fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff bea0379830 Fix off-by-one error in group search
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff 9394ebe768 Resolve raze.pk3 via search paths
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Christoph Oelckers 0c6e2f0c9e - silenced some warnings. 2021-05-22 15:34:04 +02:00
Christoph Oelckers d7a47b2f3a - route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers 5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers f69fe334fc - removed duplicate variable. 2021-05-22 09:22:30 +02:00
Christoph Oelckers 0d793a59fd - moved the cutscene core to 'engine'.
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers 264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers 4bb57cfab5 - fixed flickering floor sprites.
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers 234f303348 - fixed typo in line segment culler. 2021-05-21 18:40:34 +02:00
Christoph Oelckers f7a424cd06 - fixed precision issues with GetClosestPointOnWall for orthogonal lines.
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers b0cc5c14e2 - fixed bad argument count in ScreenJobRunner.Validate call. 2021-05-21 17:32:36 +02:00
Christoph Oelckers 24dbfc7827 - fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls. 2021-05-21 14:32:01 +02:00
Christoph Oelckers 716b8840af - when using the node builder to triangulate sectors we must delete overlapping walls.
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers 079a95a0a3 - use a higher depth bias for non-orthogonal wall sprites.
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345 75ecd173b6 Destroy FStartupScreen before initializing video
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers be97ee04f9 - re-enable flat sprite rendering.
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers 5cfd810311 - new renderer: take fog properties for walls and ceilings from the proper elements. 2021-05-20 19:17:21 +02:00
Christoph Oelckers b5358bc03c - fixed typo in wall sprite offsetting code. 2021-05-20 18:25:19 +02:00
Christoph Oelckers d4eb54d686 - render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers e99567cd70 - fixed bad array of arrays access in sector splitting code. 2021-05-20 00:30:54 +02:00
Christoph Oelckers 5fd41ab910 - new renderer: draw the fog layer for skies.
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers 24ce5d6130 - Exhumed: fix animation stopping for inventory torch item.
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers 5e94eaff8e - new renderer: handle light level underflows. 2021-05-16 18:50:54 +02:00
Christoph Oelckers a348508779 - handle the wall sprite clipping properly. 2021-05-16 16:00:00 +02:00
Christoph Oelckers 5e57b738d5 - removed redundant menu initializsation in M_StartControlPanel.
This was a leftover of early development and is no longer needed.
2021-05-16 12:21:08 +02:00
Christoph Oelckers 5bb438b817 - new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling. 2021-05-16 12:17:26 +02:00
Christoph Oelckers 60fe1d32fb - Blood: unpositioned sounds must be limited to one per channel. 2021-05-16 11:51:51 +02:00
Christoph Oelckers 98ca5d5db4 - added 'load' and 'save' CCMDs. 2021-05-16 11:24:08 +02:00
Christoph Oelckers 7358f4344f - pause the game when app is not active. 2021-05-16 10:53:38 +02:00
Christoph Oelckers f2d75d4146 - made status bar configurable through rmapinfo. 2021-05-16 10:43:47 +02:00
Christoph Oelckers ee559b7ba9 - removed all leftover parts of the native status bars. 2021-05-16 10:35:33 +02:00
Christoph Oelckers 8d8b3cda46 - scriptified SW's status bar.
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers f136330628 - removed the native versions of Duke's and RR's status bar. 2021-05-15 17:15:29 +02:00
Christoph Oelckers 781cb32dcf - fixed all issues with Duke's/RR's status bar. 2021-05-15 16:46:08 +02:00
Christoph Oelckers f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers 845ce63348 - make sure that all objects rendered as shadow reset the object color after the draw call. 2021-05-15 10:40:25 +02:00
Christoph Oelckers b520d38bc0 - removed the native implementation od Exhumed's status bar. 2021-05-15 10:25:39 +02:00
Christoph Oelckers b71c725e3e - ported Exhumed's status bar.
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers 5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers c9361aff76 - Exhumed: moved nPlayerItem into PlayerList 2021-05-15 10:25:37 +02:00
Christoph Oelckers 55abb261c6 - this was in the wrong place. :( 2021-05-15 10:25:37 +02:00
Christoph Oelckers db8572dbcc - newrenderer: clip wall angles before doing any math with them.
In some cases these unclipped ranges ended up in other data structures, causing problems with bunch ordering.
2021-05-14 12:56:37 +02:00
Christoph Oelckers 3d6ae40bc0 - normalize all angles to the actual viewing range in the drawer.
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
2021-05-14 10:50:22 +02:00
Christoph Oelckers d14d539144 - fixed issues with MAPINFO parser.
These cause problems with map progression, particularly with Exhumed.
2021-05-13 22:49:19 +02:00
Christoph Oelckers e5dd4a8638 - made the scripted version of Blood's status bar functional. 2021-05-12 21:50:02 +02:00
Christoph Oelckers 778378fd5c - scriptified version of Blood's status bar compiles.
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers acb4830eb5 - ported the BaseStatusBar class to ZScript.
Not hooked up yet, but it compiles.
2021-05-12 21:50:01 +02:00
Christoph Oelckers cb2bc7967a - fixed the remaining warnings. 2021-05-12 21:50:01 +02:00
Christoph Oelckers d097c8e635 - removed the non-functional and long abandoned level music alias feature.
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers 783b94f922 - more warning fixes in 'core'. 2021-05-12 21:48:14 +02:00
Christoph Oelckers 1168341d5a - fixed more warnings in 'core'. 2021-05-12 21:47:32 +02:00
Christoph Oelckers 7283de0084 - fixed some very noisy warnings in two headers. 2021-05-12 21:47:32 +02:00
Christoph Oelckers 03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Christoph Oelckers fd6dd7f467 - Skip the load screen if the level is started from the console.
In this case the load screen is not helpful as it blocks the actual level start, requiring closing and reopening the console first before entering any commands that need the level.
2021-05-12 00:36:04 +02:00
Christoph Oelckers 9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers 499ed52972 - route savegame requests through the newwork, just like GZDoom does.
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers 5d5af0cb09 - fixed error message spam when trying to load a non-existent voxel using .def. 2021-05-11 00:48:35 +02:00
Christoph Oelckers d90b23ba9a - take down the savegame loader's resources in proper order. 2021-05-10 20:14:38 +02:00
Christoph Oelckers e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers d466ec081a - fixed incorrect order of resource deallocation in savegame reader. 2021-05-08 09:22:08 +02:00
Christoph Oelckers 325af156e7 - fixed loop in ProcessBunch to account for array reallocation. 2021-05-08 09:16:06 +02:00
Christoph Oelckers 79823b430c - reinstate the old code for rendering the first portal without stencil
The previous commit fixes the true issue causing the problems - with this back the restriction is not needed anymore.
2021-05-07 00:26:22 +02:00
Christoph Oelckers b644000b02 - fixed texture y-flipping on bottom tiers of walls.
The flip flag was taken from the wrong side of the wall.
2021-05-07 00:18:13 +02:00
Christoph Oelckers 29b0106a96 - fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers 3fce8ab693 - added support for the 3 missing Duke Vacation SSIs. 2021-05-06 17:14:18 +02:00
Christoph Oelckers 2f9e32f748 Merge branch 'newrenderer' 2021-05-06 17:04:35 +02:00
Christoph Oelckers 72e4220929 - added an option to dump the list of discovered games to a JSON file. 2021-05-06 12:03:33 +02:00
Christoph Oelckers c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers a7adef360b - fixed compilation with Clang. 2021-05-04 00:11:43 +02:00
Christoph Oelckers a303da37a9 - added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers 7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers 6589222da6 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-03 18:50:41 +02:00
Christoph Oelckers d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers d8b808576f - restrict the sky portal shortcut to skies in scenes where there are no other portals.
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers 56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers 389340f97c - use sections for rendering. 2021-05-03 00:15:09 +02:00
Christoph Oelckers 30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers f40e52ab34 - fixed issues with validation of command line specified main game GRP file name. 2021-05-02 22:56:53 +02:00
Christoph Oelckers 8003ab6fa3 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-02 22:37:46 +02:00
Christoph Oelckers a1381c0ff2 - fixed Blood cutscene setup to avoid dependency on the sound code initialization.
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers 575a38d835 - added RMAPINFO handler for Blood's message array. 2021-05-02 18:00:11 +02:00
Christoph Oelckers c1b4fdff83 - added a "clearall" instruction to RMAPINFO.
Since, unlike GZDoom, this format is additive and uses defaults for map progression it would otherwise a bit tricky to compile new episodes without accidentally pulling in some original special features.
2021-05-02 17:42:19 +02:00
Christoph Oelckers dfd47ea33a - migrated SW to RMAPINFO as well.
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers 4b064b9f34 - migrated Exhumed's level setup to RMAPINFO.
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +02:00
Christoph Oelckers bb9d492db6 - migrated RRRA as well. 2021-05-02 14:01:10 +02:00
Christoph Oelckers a28b4ea06a - migrated Route66 and fixed some issues pointed out by this mod. 2021-05-02 13:29:41 +02:00
Christoph Oelckers 6f4e380728 - migrated RR's cutscene definitions.
Also turned several level-specific init options into map flags or map parameters.
2021-05-02 13:12:24 +02:00
Christoph Oelckers 15f9861633 - summary screens, too. 2021-05-02 12:28:32 +02:00
Christoph Oelckers 4458f8c929 - migrated the global cutscenes to RMAPINFO as well. 2021-05-02 12:22:40 +02:00
Christoph Oelckers 2d4e91615f - migrated Duke's cutscene definitions to the new RMAPINFO.txt. 2021-05-02 12:02:55 +02:00
Christoph Oelckers dbd179be5c - RR progression fixes.
* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment.
* handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run.
* check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
2021-05-02 10:55:22 +02:00
Christoph Oelckers 1798380f23 - adapted map transition in Duke/RR.
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00
Christoph Oelckers e9385ed4e8 - adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers 93bfc35ad6 - use the volumes to find the starting maps for the menu and the clusters for the cutscenes. 2021-05-02 01:01:30 +02:00
Christoph Oelckers 825963661b - migrated volumes to the new storage. 2021-05-02 00:35:56 +02:00
Christoph Oelckers f732d4ec64 - added MAPINFO parser, based on GZDoom's.
This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Christoph Oelckers b21dadeef0 - we need to wait a bit before starting the intro scene.
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00
Christoph Oelckers 27799def63 - rewrote movie player so that the decoder backends only perform the decoding but do not draw the frames themselves.
This caused twq problems:

1. It made it impossible to let the client apply effects to the video.
2. The client had no control when rendering stopped.

Now the backends only provide a texture handle that the client must draw. One immediate benefit is that Blood's fixed viewport scaling is now available to all video formats.
2021-05-01 18:59:16 +02:00
Christoph Oelckers 4069a5096a - scriptified Exhumed's 2D content (minus the programmatic textures.) 2021-04-30 20:08:36 +02:00
Christoph Oelckers cd1306dd05 - fixed mapinfo array.
Due to reallocations it must be an array of pointers.
2021-04-30 20:08:34 +02:00
Christoph Oelckers eaf5e1fba5 - Cutscene support in Blood.
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers 869dbd70e5 - fixed the design by merging the episode start handler into ShowIntermission.
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers cdccdec3e7 - final cleanup on new cutscene interfacw
* fixed frame gaps when exiting a cutscene. This must be properly synchronized with the state handler in the main loop.
* reactivated the loading screens. With texture precaching working the delay when loading a map becomes significant enough to require a visual feedback.
* RR does not play 'bonusmusic' on its summary screen.
2021-04-30 20:08:34 +02:00
Christoph Oelckers ad01aee5ec - fixed RR summary screen 2021-04-30 20:08:33 +02:00
Christoph Oelckers 6d743ce921 - most of the summary screen is working 2021-04-30 20:08:33 +02:00
Christoph Oelckers 0dc6980e5c - made episode intro cutscenes a game independent feature.
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers 3c27ec8cbd - tested all of Duke's and RR's cutscenes. 2021-04-30 20:08:33 +02:00
Christoph Oelckers 06abc0cfe2 - removed debug output and fixed fade flag setup and missing OnTick return 2021-04-30 20:08:33 +02:00
Christoph Oelckers 26a7700579 - Duke's intro works, without fading. 2021-04-30 20:08:32 +02:00
Christoph Oelckers 1166b00af2 - switched intro movie playing over to the new system
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers af8d06994a - implemented the scripting interface layer. 2021-04-30 20:08:32 +02:00
Christoph Oelckers ef6d8c2c67 - added cutscene definitions for Duke and finalized the definecutscene parser. 2021-04-30 20:08:32 +02:00
Christoph Oelckers 021f1b7832 - make SummaryInfo a struct instead of passing a list of values to the script classes. 2021-04-30 20:08:32 +02:00
Christoph Oelckers e05f900315 - added the data structures to hold the cutscene data. 2021-04-30 20:08:31 +02:00
Christoph Oelckers 21aa5c9234 - added game flags for all supported add-ons. 2021-04-30 20:08:31 +02:00
Christoph Oelckers 66799d9a6d - more screen job setup work.
* interface for movie player done.
* first cutscene definition done.
* all converted classes removed from C++ code.
2021-04-30 20:08:30 +02:00
Christoph Oelckers 4ff2010bd1 - moved the entire screen job management to the script side.
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers 4636a52699 - MP summary screen ported. 2021-04-30 20:08:24 +02:00
Christoph Oelckers 7fbe153ae7 - more Duke screen porting. 2021-04-30 20:08:24 +02:00
Christoph Oelckers e75f0c17e4 - ported the TitleScreen class. 2021-04-30 20:08:23 +02:00
Christoph Oelckers 1022564cab - initial framework for scriptification of screen jobs. 2021-04-30 20:08:23 +02:00
Christoph Oelckers 4a7430c8e4 - got rid of JobDesc. 2021-04-30 20:08:23 +02:00
Christoph Oelckers 805b91b721 - put ScreenJobRunner declaration into header. 2021-04-30 20:08:23 +02:00
Christoph Oelckers 71e5f9b70f - changed screen job list to work without per-job completion callbacks.
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers fb5e2fe0c0 - use flags instead of bools. 2021-04-30 20:08:22 +02:00
Christoph Oelckers af3eac8456 - simplified screen job setup where all elements can be skipped in one go. 2021-04-30 20:08:22 +02:00
Christoph Oelckers aa6bd8ffcc - factor in angoff when placing sprites. 2021-04-25 11:58:03 +02:00
Christoph Oelckers 8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers 79875d44e0 - moved MD4 calculator out of backend.
Only map hacks use MD4, this does not need to be shared.
2021-04-25 11:33:38 +02:00
Christoph Oelckers ad28630df6 - offloaded map patches to data files.
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers a7046eaee4 - fixed animations on skies.
Lunatic Fringe made this very obvious.
2021-04-24 20:04:02 +02:00
Christoph Oelckers 5585351c0f - added a hack to help the new renderer with Lunatic Fringe.
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution.
The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking.
This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
2021-04-24 20:00:54 +02:00
Christoph Oelckers be08a2f800 - clipper rework
* let the clipper work on relative angles to simplify the math.
* properly initialize the initial visible range and preserve it for multiple invocations.
* track the maximum visible angular range per sector. While possibly not sufficient to handle every edge case imaginable it has low overhead and is still useful to eliminate obvious cases that do not need more complex checks. It is enough to fix the blue door in Duke E3L4.
* removed unused elements of the clipper.
2021-04-24 12:08:38 +02:00
Christoph Oelckers 53e698e707 - 0.10.0 2021-04-22 22:03:50 +02:00
Christoph Oelckers db7527fa43 - fix sky palette in Polymost mode. 2021-04-22 22:03:16 +02:00
Mitchell Richters 6fca2de7f3 - Fix clocking of timer when doing cumulative loads in `loaddefinitionsfile()`. 2021-04-22 18:57:41 +10:00
Mitchell Richters 8e53489487 - Remove some leftover stuff from `gamecontrol.h`. 2021-04-22 18:53:14 +10:00
Mitchell Richters 733f4f7aea - Move all the timing code from `LoadDefinitions()` to `loaddefinitionsfile()` 2021-04-22 18:50:49 +10:00
Mitchell Richters 27767f61ae - Move `for (auto& m : *userConfig.AddDefs)` loop from `loaddefinitionsfile()` into `LoadDefinitions()` and rework debug timer code to accommodate.
* Change also reverts 5af7be42a2.
2021-04-22 16:33:45 +10:00
Mitchell Richters c0e5599478 Merge branch 'master' into newrenderer 2021-04-22 08:58:26 +10:00
Mitchell Richters ab4c18a73a - `processMovement()`: Remove attenuation of `hidInput->dyaw` that was missed when scaling was removed from backend in 44e4c5ff78. 2021-04-22 08:58:17 +10:00
Mitchell Richters 5af7be42a2 - `LoadDefinitions()`: Remove if statement added in 1ea25e5d0e that was causing added DEF files not to load.
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers 14971f9569 Merge branch 'master' into newrenderer 2021-04-22 00:10:37 +02:00
Christoph Oelckers c17ec5fa45 - cleanup of savegame framework 2021-04-22 00:03:17 +02:00