Christoph Oelckers
3ed87f449e
- and the last 2 hud CVARS for Blood…
2019-10-24 01:41:55 +02:00
Christoph Oelckers
3efb54e167
- ported most of the remaining HUD CVars
2019-10-24 01:30:33 +02:00
Christoph Oelckers
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Christoph Oelckers
c1041a9c37
- removed the unused DN3D menu code from the Blood subproject.
2019-10-23 19:08:41 +02:00
Christoph Oelckers
ee5f0a7cf6
- cleaned out the remains of the frontends' CVAR definitions.
2019-10-23 18:58:34 +02:00
CommonLoon102
20a393871b
fix compiler error: storage size of weaponQAV isn't known ( #226 )
2019-10-23 18:38:00 +02:00
Szilárd Biró
0f67b74a53
SEQFRAME big endian fix
2019-10-23 18:37:55 +02:00
Christoph Oelckers
21d90fd08b
- fixed compilation.
2019-10-23 18:36:48 +02:00
Christoph Oelckers
02fff2df06
- refactored wchoice and sensitivity CVARS
...
This is all that's needed for now, the remaining ones can wait.
2019-10-23 17:21:14 +02:00
Christoph Oelckers
18430c6c9f
- refactored r_fpslimit
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Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
2019-10-23 17:07:29 +02:00
Christoph Oelckers
43413e4dff
- r_useprecache
2019-10-23 14:39:33 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
5dec4736ce
- r_drawweapon, r_showfps, r_showfpsperiod
2019-10-23 01:04:07 +02:00
Christoph Oelckers
e5d38b2d30
- in_mouseflip and in_mousesmoothing
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in_mousemode removed from persistent state because of how it is used.
Saving it makes no sense.
2019-10-23 00:59:01 +02:00
Christoph Oelckers
b73cf76f05
- in_mousebias and in_mousedeadzone
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Actually, two totally useless options being preserved for historical significance.
Urgh.
2019-10-23 00:55:48 +02:00
Christoph Oelckers
c0c62fe367
- in_mouseaiming
2019-10-23 00:51:49 +02:00
Christoph Oelckers
7501120dc8
- in_mouse and in_joystick
2019-10-23 00:41:28 +02:00
Christoph Oelckers
8f06f0748d
- minor CVAR cleanup and refactoring of one more
2019-10-23 00:30:51 +02:00
Christoph Oelckers
713250cc64
- refactored a few more CVARs.
2019-10-23 00:20:27 +02:00
Christoph Oelckers
d476037f45
- hooked up hud_custom.
2019-10-22 23:43:16 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
...
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Grind Core
b6c16abf6f
Refactor:
...
- PLAYER.H structs
- ACTOR.H structs
# Conflicts:
# source/blood/src/db.h
# source/blood/src/player.h
2019-10-22 17:49:59 +02:00
Christoph Oelckers
a829f1cb52
- fixed all compile errors.
2019-10-22 17:47:24 +02:00
Christoph Oelckers
edce0d33e3
- refactored crosshairscale CVAR
2019-10-22 17:00:22 +02:00
Christoph Oelckers
bdf2d24b21
- refactored cl_weaponswitch
2019-10-22 02:31:14 +02:00
Christoph Oelckers
3f48ecd479
- 5 more Blood exclusive CVARs.
2019-10-22 02:15:24 +02:00
Christoph Oelckers
8431266d27
- refactoring of music CVARs
...
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00
Christoph Oelckers
c5cb86bf2b
- sevral simple CVARs ported
2019-10-22 01:00:22 +02:00
Christoph Oelckers
279c0caea4
- autosave variables
2019-10-22 00:58:51 +02:00
Christoph Oelckers
dbe3cadd0f
- refactored autorunning CVARs
2019-10-22 00:52:07 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
79d02a405e
- started transitioning the CVARs.
...
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
2019-10-21 23:29:48 +02:00
Christoph Oelckers
0d737ee130
- removed all code related to the -usecwd command line switch.
...
While feature-wise ok this was far too scattered throughout the frontends and needs to be done in a more concise way.
2019-10-21 19:51:12 +02:00
CommonLoon102
c342d25879
disable respawn for spawned dudes ( #223 )
...
makes sense
# Conflicts:
# source/blood/src/view.cpp
2019-10-21 19:37:39 +02:00
Christoph Oelckers
72b87e5bd7
- fixed compilation.
2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161
- refactored most of the remaining calls to kopen4load
2019-10-21 17:16:08 +02:00
Christoph Oelckers
5333f6adc1
- refactored a few more - simple stuff but lots of lines.
2019-10-21 00:13:17 +02:00
Christoph Oelckers
5022c58a63
- refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend.
2019-10-20 23:37:07 +02:00
Christoph Oelckers
06f4138202
- merge fixes in Blood frontend code.
2019-10-20 17:09:01 +02:00
Christoph Oelckers
d83b3f34a3
- restored original whitespacing in blood/actor.cpp.
...
This ensures that future cherry picks won't conflict as badly.
2019-10-20 16:50:47 +02:00
Grind Core
70e0ed9ec4
- Refactor: added names for powerups and updated some old.
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- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/actor.h
# source/blood/src/globals.cpp
# source/blood/src/globals.h
# source/blood/src/player.h
# source/blood/src/sound.cpp
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
# source/blood/src/weapon.h
2019-10-20 12:30:16 +02:00
Christoph Oelckers
2316957026
- made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
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Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
Christoph Oelckers
17816b0f63
- fixed compilation for NBlood update.
2019-10-19 20:48:59 +02:00
nukeykt
098740155b
Use screentext in DrawStatNumber
2019-10-19 20:33:52 +02:00
nukeykt
182d5d2eb5
Use screentext in viewDrawText
2019-10-19 20:33:50 +02:00
nukeykt
90dc59749d
Import screentext from eduke32
...
# Conflicts:
# platform/Windows/nblood.vcxproj
# platform/Windows/nblood.vcxproj.filters
2019-10-19 20:33:49 +02:00
Christoph Oelckers
6f4ca480b5
- sky clamping may only be done in Blood for now.
...
This needs a better solution.
2019-10-19 20:25:58 +02:00
Christoph Oelckers
6d7458fe42
- fixed bad endif() placing in CMake projects
2019-10-17 08:44:01 +02:00
Christoph Oelckers
0aa5db7969
- project rework to shorten compile times.
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* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
nukeykt
37322d001d
Do not apply zero floorpal on color sectors
2019-10-16 20:40:54 +02:00