Commit Graph

13511 Commits

Author SHA1 Message Date
Christoph Oelckers 57a6bfcdcd - Blood: fixed typo in map loader that overwrote the floor y panning offset with its fractional part. 2021-03-03 13:26:58 +01:00
Christoph Oelckers 6368db7d9e - deactivate the swcustom.txt in ProAsm's Wanton Destruction.
This is to allow the internal one to take over which has localizable labels.
2021-03-02 21:48:58 +01:00
Christoph Oelckers cb14e3023e - fixed "roll" in maphack parser 2021-03-02 21:47:43 +01:00
sinisterseed 410a269c93 - added autodetection support for the ProAsm version of Wanton Destruction. 2021-03-02 22:32:38 +02:00
Christoph Oelckers e3678e27c0 - added "swap mouse buttons" option to menu. 2021-03-02 17:10:34 +01:00
Christoph Oelckers bbd5c0ac8b - transitioned voxel rendering to use the backend's implementation. 2021-03-02 17:10:34 +01:00
sinisterseed 8d5682fa97 - version bump.
We're past 0.8 for some time now, and slowly approaching 1.0 :) .
2021-03-02 17:53:25 +02:00
sinisterseed bdeca12f95 - removed menu entry for SW's altnukeinit toggle.
The feature has been removed, rendering the entry useless.
2021-03-02 15:15:33 +02:00
Christoph Oelckers 4b59acd251 - Blood: Check the sound's internal loop flag when playing a sound.
Fixes #275
2021-03-02 11:59:20 +01:00
Mitchell Richters e0f1a83f40 Revert "- SW: Alt implementation for preparing a nuke."
This reverts commit 4fcec5f6d3.

Functionality wasn't working properly, most players will never use it and care only for 100% originality. Was a nice idea, though.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/games/sw/src/panel.cpp
2021-03-02 20:02:20 +11:00
Christoph Oelckers b9050b1a35 - Blood: properly clip the gauge for throwing dynamite force instead of stretching it. 2021-03-02 03:31:10 +01:00
Christoph Oelckers a7dc86583f - Blood: commented out cultist code that should not be entered due to the 'isrunning' bug. 2021-03-02 03:04:14 +01:00
Christoph Oelckers 4b9a1465af - Exhumed: fixed inventory use bindings
They got shuffled around a bit by accident.
2021-03-01 20:13:12 +01:00
Christoph Oelckers 9933ff75b1 Merge branch 'master' of https://github.com/coelckers/Raze 2021-03-01 19:29:13 +01:00
Christoph Oelckers 34bda2c962 - address excessive view swaying in Blood.
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +01:00
sinisterseed 8f0d022b44 - added menu entry for Exhumed's keyboard turning speed toggle.
This allows enabling the original turning speed with the keyboard in Exhumed. The new behavior is still the default as the original turning is just far too slow.
2021-03-01 15:16:36 +02:00
Christoph Oelckers 2f2d0443f2 - fixed size setup for most menus.
All of Raze's menus scale to 320x200 and to get proper mouse coordinates the definitions must reflect that as well.
Fixes #271
2021-03-01 13:08:10 +01:00
Christoph Oelckers 80404558f6 - RR: Fixed the drink and eat meters on the status bar.
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers fa8ca81460 - SW: added persistent copy of oz.
The door movement code uses oz for its position checks so we need a persistent version of it that survives uncontrolled changes from the engine side.
2021-02-28 12:35:34 +01:00
Christoph Oelckers d31fe01b6d - skill stuff for Exhumed.
Just for fun. ;)
2021-02-27 14:08:08 +01:00
Christoph Oelckers ce87e18f90 - block Escape to toggle the console while AppActive is false.
This is for testing #174 - this is the only place in the code where the escape key is explicitly checked.
2021-02-27 13:47:30 +01:00
Christoph Oelckers d28d5a5e1f - use real fog, even in palette emulation mode.
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers 1e8ebf2306 - removed unused variables in Exhumed's status bar code. 2021-02-27 12:37:25 +01:00
Christoph Oelckers d0cf9d65e7 - use 2D size in 2D code, not the engine's screen dimensions. 2021-02-27 12:33:47 +01:00
Christoph Oelckers 2094b6420f - use local screen size variables in automap code. 2021-02-27 12:30:20 +01:00
Christoph Oelckers 783328c5fa - removed some unused declarations. 2021-02-27 12:29:07 +01:00
Christoph Oelckers e470c59263 - Exhumed: Set opos for all dynamically spawned sprites.
Fixes #253

Let's hope this covers everything, the code is a bit scattered...
2021-02-27 00:16:03 +01:00
Christoph Oelckers ba5ede65b8 - backend update from GZDoom. 2021-02-26 19:06:10 +01:00
Christoph Oelckers b15810e173 - SW: fixed crash with credits screen and CD tracks missing. 2021-02-26 18:58:13 +01:00
Christoph Oelckers 4c915180da - fixed stale pointer access in Unix version of D_AddFile.
Pointer was assigned a buffer of a local variable that went out of scope before checking its content.
Fixes #268 (hopefully)
2021-02-26 13:28:02 +01:00
Christoph Oelckers a46792e519 - fixed SE21 handler.
This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
This must have happened when removing all those dangerous pointer to long casts that were so popular back in the bad old days.
Fixes #266
2021-02-26 13:14:44 +01:00
Christoph Oelckers 99f1f0952a - little bit of engine cleanup. 2021-02-25 12:16:21 +01:00
Mitchell Richters 4589f6f26d Merge remote-tracking branch 'public/chasecam_unification' 2021-02-25 20:33:36 +11:00
Rachael Alexanderson 4c0591a25b - port over `-noautoexec` that I did from GZDoom 2021-02-21 11:12:19 -05:00
Mitchell Richters 1d48ac537a - Exhumed: Replace original chasecam code with `calcChaseCamPos()` within game. 2021-02-18 22:14:39 +11:00
Mitchell Richters cff97c9cf3 - calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters ba57429ac6 - Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters 2abda0e27d - All Games: Migrate each game's clock counter to backend solution. 2021-02-18 21:47:33 +11:00
Christoph Oelckers 5ad1d74f62 - added missing shader #define. 2021-02-12 14:55:42 +01:00
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
alexey.lysiuk c712b84889 - update continuous integration settings
* specify continuous integration runners explicitly
* use gcc and clang 10 instead of 9
* install clang 6 as it's not available by default
2021-02-03 10:05:19 +02:00
Christoph Oelckers 20db6b0c78 - added protection against oversized menu caption bars.
SWC20 is a mod that contains a caption that is larger then the entire screen and was pushing the actual menu content out of it.
Fixes #239
2021-02-02 23:49:04 +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