Commit Graph

1558 Commits

Author SHA1 Message Date
Christoph Oelckers d25691881b - removed unused lz4 library.
It looks like this was already unused and a leftover.
2019-11-02 22:27:05 +01:00
Christoph Oelckers 7853a9db6c - do not use EDuke32's savegame identifiers.
The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +01:00
Christoph Oelckers 3530c52264 - no need to have 2 CRC32 implementations.
Just let Bcrc32 point to zlib instead of having its own implementation.
2019-11-02 22:10:53 +01:00
Christoph Oelckers cfbcf33c8c - fixed CVAR saving.
- do not use snd_enabled for temporarily hacking the sound state. userConfig.noSound is better suited for such antics.
2019-11-02 21:21:48 +01:00
Christoph Oelckers dc9d75685e - fixed keybind setup. 2019-11-02 20:13:00 +01:00
Christoph Oelckers e4ecc5d8df - some reshuffling on OSD code.
* moved the binding commands to osd.cpp. They were in the global namespace already and this way everything to be tossed out is in the same place when the time comes.
* removed support for the OSDs native CVARs. The only ones left were some internal ones I won't need until this code can be replaced.
* same for the custpmization code the games added. Duke Nukem was the only one anyway to have a decent font for it.
2019-11-02 14:25:35 +01:00
Christoph Oelckers 906e56a2b1 - fixed some startup errors. 2019-11-02 13:27:40 +01:00
Christoph Oelckers 8fb54b51c3 - rewrote the screenshot code to use m_png as its backend.
Mainly to finally get rid of kplib. There's really no use to keep such code around if alternatives are already present.
2019-11-02 12:59:59 +01:00
Christoph Oelckers c54ae1be83 - removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +01:00
Christoph Oelckers 1149b4f4aa - various fixes and improvements related to file location management:
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
2019-11-02 00:38:30 +01:00
Christoph Oelckers cfca8060ba - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers 2d7c0e26d2 - cleanup of the old file system initialization.
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
2019-11-01 19:25:42 +01:00
Christoph Oelckers 24edfbe03b - removed the pointless double loading of CON files.
The condition for this was no longer present anyway so it was never done.
2019-11-01 09:40:29 +01:00
Christoph Oelckers 8d5e665caa - various initialization related changes
* reroute several error conditions to I_Error.
* removed some soon-to-be obsolete GRP loading code.
* explicitly trigger the SetDefaults script events which depended on side effects from the config implementation.
* removed the nonsensical file system switch. All this does is create instabilities because it is non-obvious from where data is loaded. If a resource is mounted, it should be checked for content no matter what. While this may affect the stray weird mod out there it is a necessity if we want to allow transparent project repackaging.
2019-11-01 09:30:28 +01:00
Christoph Oelckers 39bfd64fe9 - a bit more cleanup in app_init. 2019-11-01 08:24:10 +01:00
Christoph Oelckers 6c5d9c3507 - moved the net init code out of the game frontends to avoid having to call atexit for their deinit function.
When doing this during startup it can be done by regular cleanup measures.
This also moves two larger chunks of networking code out of game.cpp.

Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
2019-11-01 07:26:49 +01:00
Christoph Oelckers 67acad3984 - startup cleanup. 2019-11-01 00:32:56 +01:00
Christoph Oelckers 57f879fa8b - moved the startup dialog out of the game front ends, now that there is a global cross-game list of playable configurations. 2019-10-31 23:25:21 +01:00
Christoph Oelckers 2a7beeff69 - cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory. 2019-10-30 21:51:04 +01:00
hendricks266 dcba445f4e SW: Fix file loading and init sequence
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
#	source/duke3d/src/game.cpp
#	source/sw/src/common.cpp
#	source/sw/src/common_game.h
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
hendricks266 797c79d4a5 Move registry reading to engine
git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
Christoph Oelckers 7f250fc3e8 - WIP on game data search. 2019-10-30 18:09:00 +01:00
Christoph Oelckers ac87665972 - use std::filesystem for directory traversal.
So far implemented for scanning search paths
2019-10-29 19:53:46 +01:00
Christoph Oelckers 35342526a5 - WIP search path code
The Steam/GOG path getters were taken out of the frontends.
This also switches the Windows directory reader touse the wide string version to get Unicode file names.
Some paths were added to the config file instead of hard coding them.
2019-10-29 01:00:44 +01:00
Christoph Oelckers 762f174743 - moved the command line parser out of the game frontends.
Some part are not done yet, and the file system data is currently ignored - there's no way to properly set this up with the file system code Build came with.
2019-10-28 22:19:50 +01:00
Christoph Oelckers 5148fc877d - consolidate the 3 instances of input.cpp.
Some stuff had to be disabled to make it work but that's hardly relevant considering that the goal is to transition off MACT for input handling.
2019-10-28 18:32:05 +01:00
Christoph Oelckers a72863112b - fix compilation 2019-10-28 17:50:08 +01:00
Christoph Oelckers 21f6178ade - avoid writing directly to a backend status variable 2019-10-28 07:10:56 +01:00
Christoph Oelckers 901b86577e - more cleanup
Moving init code and key binding getter to backend
2019-10-28 07:05:32 +01:00
Christoph Oelckers 4f4fc1a8d4 - Cleanup 2019-10-28 07:02:42 +01:00
Christoph Oelckers 065721c62b - simplified the button state maintenance
This removes all unused parts of the implementation and moves the rest to the InputState class for easier replacement later. All MACT is doing now here is to call the UpdateStatus function, the internal workings are no longer relevant.
2019-10-28 07:00:31 +01:00
Christoph Oelckers f8203ac766 - fixed the compile errors and consolidated the key binding CCMDs. 2019-10-28 06:47:49 +01:00
Christoph Oelckers e7f75cbf4d WIP 2019-10-28 01:12:31 +01:00
Christoph Oelckers 68b64d2091 - fixed compilation. 2019-10-27 23:18:44 +01:00
Christoph Oelckers d962a7810d - deleted unused headers 2019-10-27 22:15:21 +01:00
Christoph Oelckers cee194fd05 - removed the MACT scriplib after completing the config transition. 2019-10-27 17:31:23 +01:00
Christoph Oelckers 2e7ba30068 - a bit more config cleanup. 2019-10-27 14:09:56 +01:00
Christoph Oelckers c0d5ca8ab8 - Config work almost done.
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers 038c1ba4ba - more CVARs. 2019-10-27 09:53:09 +01:00
Christoph Oelckers cdc5044f07 - converted noautoload and forcesetup flags to CVARs. 2019-10-27 09:38:55 +01:00
Christoph Oelckers 4b5ec2aabb - transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers 7023e1e992 - store game vars in the new config file. 2019-10-27 00:29:46 +02:00
Christoph Oelckers 249f6e9d62 - consolidated the joystick and mouse setup code. 2019-10-26 23:45:55 +02:00
Christoph Oelckers b2d7179dbe - consolidated the 4 sets of mouse and joystick configuration variables. 2019-10-26 21:50:49 +02:00
Christoph Oelckers db1a9a9363 - the config finally get saved.
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
Christoph Oelckers 288b230ab8 - only let the CON script access the defaults of CVARs, not their actual value.
That allows using them for initialization but not for messing around with user settings.
2019-10-26 18:39:52 +02:00
Christoph Oelckers cd47582632 - disabled the settings.cfg console script so that the newly added config code can take over its duties.
- write the console log to the folder returned by M_GetDocumentsPath and not to the root game directory.
- removed G_ExtPreInit because it has become redundant. The search path setup will have to be redone anyway.
2019-10-26 13:41:42 +02:00
Christoph Oelckers 1e0d49f947 - game starts again. 2019-10-26 13:16:32 +02:00
Christoph Oelckers 1c29169492 -perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function. 2019-10-26 10:30:08 +02:00
Christoph Oelckers 0d878a8604 - some needed cleanup on the control code before testing can start. 2019-10-26 10:16:39 +02:00
Christoph Oelckers cfaafcede7 - everything compiles again (not tested yet.) 2019-10-26 00:32:49 +02:00
Christoph Oelckers 6f6c850d80 - fixed some search&replace errors 2019-10-25 19:02:27 +02:00
Christoph Oelckers 9648c026a9 - small adjustments 2019-10-24 20:36:18 +02:00
Christoph Oelckers 8730ce552b - make things compile again.
Let's hope it still works...
2019-10-24 20:28:46 +02:00
hendricks266 c6c7c91d7c Add MIDI_GetDevice and use it so that the default driver value doesn't show as "Custom" in the menu
git-svn-id: https://svn.eduke32.com/eduke32@8261 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:44:22 +02:00
hendricks266 7650cbe592 Fix calls to FX_ErrorString and MUSIC_ErrorString
git-svn-id: https://svn.eduke32.com/eduke32@8260 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:44:21 +02:00
hendricks266 553dfb3544 Prefer early return on error in sound and MIDI init functions
git-svn-id: https://svn.eduke32.com/eduke32@8259 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:43:51 +02:00
hendricks266 14996d930b Prefer "MIDI driver" to "Music device"
git-svn-id: https://svn.eduke32.com/eduke32@8258 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:42:54 +02:00
terminx f0acbc1ca5 Fix AdLib timbre loading
git-svn-id: https://svn.eduke32.com/eduke32@8231 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:27:16 +02:00
terminx 4ff4fddf62 The constening
git-svn-id: https://svn.eduke32.com/eduke32@8224 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/al_midi.h
2019-10-24 19:26:23 +02:00
terminx 8eb5233232 Further audiolib work... I think this is almost done!
git-svn-id: https://svn.eduke32.com/eduke32@8219 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	source/audiolib/include/al_midi.h
#	source/audiolib/src/_al_midi.h
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/sounds.cpp
2019-10-24 19:25:48 +02:00
terminx 8a1681fb5a More audiolib work
git-svn-id: https://svn.eduke32.com/eduke32@8218 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/music.cpp

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	source/duke3d/src/menus.cpp
2019-10-24 19:25:09 +02:00
terminx 8b20118026 Audiolib rework WIP
This attempts to rectify the differences between versions of JFAudiolib created after we forked the code, and the extra features contained in Nuke.YKT's fork of our version.

git-svn-id: https://svn.eduke32.com/eduke32@8216 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/flac.cpp
#	source/audiolib/src/formats.cpp
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/vorbis.cpp
#	source/audiolib/src/xa.cpp
#	source/audiolib/src/xmp.cpp
#	source/duke3d/src/sounds_mapster32.cpp

# Conflicts:
#	Common.mak
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/vorbis.cpp
#	source/duke3d/src/config.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
2019-10-24 19:24:31 +02:00
terminx a1f08f2465 New files for audiolib
This is in a separate commit just to make the changes to existing files easier to go through.

git-svn-id: https://svn.eduke32.com/eduke32@8215 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/midi.h
#	source/audiolib/src/_midi.h
#	source/audiolib/src/al_midi.cpp
#	source/audiolib/src/midi.cpp
#	source/audiolib/src/music.cpp
#	source/audiolib/src/oplmidi.cpp
#	source/duke3d/src/midi.cpp

# Conflicts:
#	source/audiolib/src/al_midi.cpp
#	source/audiolib/src/midi.cpp
#	source/audiolib/src/music.cpp
2019-10-24 19:22:49 +02:00
terminx d6e52ed526 Use SDL audiolib driver on Windows
This shitcans the SDL_mixer requirement but leaves platforms other than Windows without built-in MIDI playback capability until Nuke.YKT's OPL3 emulator is merged. This also reworks sdlmusic.cpp into music_external.cpp, including an untested port of the code to Windows.

git-svn-id: https://svn.eduke32.com/eduke32@8214 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/props/build_common.props
#	source/audiolib/src/sdlmusic.cpp

# Conflicts:
#	Common.mak
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	platform/Windows/props/build_common.props
#	source/audiolib/src/driver_sdl.cpp
#	source/audiolib/src/sdlmusic.cpp
#	source/build/include/vfs.h
#	source/build/include/winbits.h
#	source/build/src/winbits.cpp
2019-10-24 19:22:06 +02:00
hendricks266 89cd122d14 Initialize sound before music
git-svn-id: https://svn.eduke32.com/eduke32@8255 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:06:04 +02:00
Christoph Oelckers 3efb54e167 - ported most of the remaining HUD CVars 2019-10-24 01:30:33 +02:00
Christoph Oelckers 966751b7e8 - added GZDoom's font code and some dependencies. 2019-10-24 01:20:58 +02:00
Christoph Oelckers 20df360778 - converted the Polymost CVARs. 2019-10-23 21:11:37 +02:00
Christoph Oelckers ee5f0a7cf6 - cleaned out the remains of the frontends' CVAR definitions. 2019-10-23 18:58:34 +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
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
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
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 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
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 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 d2be5a4db9 - removed the OSD CVARs
They'll be removed anyway when the current OSD is tossed.
No need to bother.
2019-10-22 01:16:02 +02:00
Christoph Oelckers 38187a1870 - simple to convert demo CVARs 2019-10-22 01:06:02 +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 39c6af9b0a - cl_automsg 2019-10-22 00:14:39 +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 bc8578e153 - brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation. 2019-10-21 21:36:05 +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
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 d3c2d8e96f - refactored file access in the movie player. 2019-10-20 22:48:21 +02:00
Christoph Oelckers 449a5a4717 - refactoring of palette loader. 2019-10-20 22:26:53 +02:00
terminx 9aae157e27 This helps the player not fall off of the edges of certain types of moving sectors as easily
git-svn-id: https://svn.eduke32.com/eduke32@8245 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:53 +02:00
terminx 4c28d25e3f Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
git-svn-id: https://svn.eduke32.com/eduke32@8244 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:51 +02:00
terminx 6f6d568720 This fixes most issues with the player clipping through the walls of rotating sectors
git-svn-id: https://svn.eduke32.com/eduke32@8243 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:50 +02:00
terminx 21025ea18f Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
git-svn-id: https://svn.eduke32.com/eduke32@8242 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:49 +02:00
Christoph Oelckers 2be5727137 - refactored all file reading in the savegame code to the FileReader interface.
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers 1b96861615 - consolidated RTS code, because there were 3 copies.
Also completely rewritten to get rid of the cache dependency.
2019-10-20 19:13:44 +02:00
Christoph Oelckers bf8a2ee573 - started refactoring of file handling, starting with some nasty bits in Shadow Warrior. 2019-10-20 17:09:58 +02:00
Christoph Oelckers 75205ca69c - do not throw exceptions to exit without proper handling. 2019-10-20 11:28:16 +02:00
Christoph Oelckers 489170b12c - fixed compilation again. 2019-10-20 10:52:38 +02:00
terminx 63d6e70e21 Apparently, a long while back when I limited snd_numvoices to 128 I forgot to change the menu to reflect it
git-svn-id: https://svn.eduke32.com/eduke32@8234 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:51 +02:00
Christoph Oelckers 76bceb81cd - removed time consuming load indicator from Duke3D frontend as well. 2019-10-20 10:45:50 +02:00
terminx c68c50ddca Add snd_tryformats cvar to disable automatic loading of .ogg and .flac versions of sound and music
git-svn-id: https://svn.eduke32.com/eduke32@8212 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
terminx 873440f06c Fix tiny header issue
git-svn-id: https://svn.eduke32.com/eduke32@8208 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/osdcmds.h
2019-10-20 10:45:50 +02:00
terminx b8f4651ab4 Don't try videoSetGameMode() if there aren't any valid modes
git-svn-id: https://svn.eduke32.com/eduke32@8207 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
Christoph Oelckers 215a7cdff3 - removed unused animlock variable. 2019-10-20 10:45:49 +02:00
terminx ca789dc4d0 Wait to run G_MoveLoop() until a frame has just been rendered
This should give G_MoveLoop() a better chance to not run past the time when another frame is to be drawn.

git-svn-id: https://svn.eduke32.com/eduke32@8195 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:49 +02:00
terminx ba02bbaf67 Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx d7f779eaec Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
#	source/build/src/tiles.cpp
#	source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
Christoph Oelckers 462bd8d292 - cleaned out some commented out code. 2019-10-20 10:44:51 +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.
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
terminx 63713002b3 Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	libraries/enet/LICENSE
#	libraries/enet/callbacks.c
#	libraries/enet/compress.c
#	libraries/enet/enet/callbacks.h
#	libraries/enet/enet/enet.h
#	libraries/enet/enet/list.h
#	libraries/enet/enet/protocol.h
#	libraries/enet/enet/time.h
#	libraries/enet/enet/types.h
#	libraries/enet/enet/unix.h
#	libraries/enet/enet/utility.h
#	libraries/enet/enet/win32.h
#	libraries/enet/host.c
#	libraries/enet/list.c
#	libraries/enet/packet.c
#	libraries/enet/peer.c
#	libraries/enet/protocol.c
#	libraries/enet/unix.c
#	libraries/enet/win32.c
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	platform/Windows/eduke32.sln
#	platform/Windows/eduke32.vcxproj
#	source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx ad6d94b0f5 Patch from Doom64hunter to address a couple of issues with per-map art
git-svn-id: https://svn.eduke32.com/eduke32@8167 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/tiles.cpp
2019-10-20 08:28:44 +02:00
terminx a649130327 Clamp nextPageDelay in G_FPSLimit() to 0.0 - g_frameDelay
git-svn-id: https://svn.eduke32.com/eduke32@8148 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:12:26 +02:00
terminx 85dd8e31a5 G_HandleAsync() -> gameHandleEvents()
git-svn-id: https://svn.eduke32.com/eduke32@8140 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:15 +02:00
terminx 802f69d324 Partial timer cleanup
After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.

git-svn-id: https://svn.eduke32.com/eduke32@8139 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/astub.cpp
2019-10-20 07:48:13 +02:00
terminx 593b5740e3 Reword stupid error message that has probably never even been seen
git-svn-id: https://svn.eduke32.com/eduke32@8138 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:05 +02:00
terminx 4d3dedd4ab ifdef DEBUGGINGAIDS for this quick exit crap
this is more like regular AIDS than DEBUGGINGAIDS though

git-svn-id: https://svn.eduke32.com/eduke32@8137 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:04 +02:00
terminx b298ed19ff Ugh, apparently we rely on this for FURY
git-svn-id: https://svn.eduke32.com/eduke32@8135 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:01 +02:00
Christoph Oelckers 85d377647a - tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +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 cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers 8b1f2f5fc9 - disabled console lockout option as a modding feature.
No, sorry, but this is something I consider unacceptable!
2019-10-19 00:27:34 +02:00
Christoph Oelckers bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +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.
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers 64e116a4b1 - use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers 9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers c3bc690e98 - more updating and bug in UpdatePicSize fixed. 2019-10-15 20:02:37 +02:00
Christoph Oelckers 0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers bb67a1ba38 - some reworking of the texture code to make integration of Build tiles easier. 2019-10-12 08:54:06 +02:00
Christoph Oelckers fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers 3621aae3f0 - rerouted all write accesses to tilesiz and picsiz through a function interface.
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers fbc7e626e9 - removed the fullbright render pass, because this is better set up as a shader option.
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.

The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers 16dbb3526a - removed unused code. 2019-10-07 22:11:28 +02:00
Christoph Oelckers ef2de97077 - the harmless changes of the failed refactoring of the shader. 2019-10-06 19:32:35 +02:00
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers ae1e090716 - all non-shader related GL calls are gone from the main code base. 2019-10-04 21:13:04 +02:00
Christoph Oelckers a86f1ffd4f - make it compile again. 2019-10-04 17:36:37 +02:00
Christoph Oelckers 471f720d95 - consolidated console clear functions. 2019-10-04 01:25:10 +02:00
Christoph Oelckers d12563f644 - got rid of klzw and the legacy demo code along with it. 2019-09-25 23:12:29 +02:00
Christoph Oelckers 0261fef4a8 - removed some unused files. 2019-09-25 23:00:10 +02:00
Christoph Oelckers cd920299d0 - moved winbits.cpp to the platform folder and cleaned out unused parts. 2019-09-25 22:38:47 +02:00
Christoph Oelckers 330c80246e - added ZDoom's FArgs class for easier command line checking. 2019-09-23 19:29:25 +02:00
Christoph Oelckers 37907ddd06 - startup hacks.
Unfortunately nothing of this can be fixed before the resource management has been refactored from the ground up. Sp for now this ugliness needs to suffice.
2019-09-23 18:17:36 +02:00
Christoph Oelckers 527d99008b - fixed the setup.
Renamed all elements still referring to zdoom.
removed the frontend specific resource data.
fixed startup dialog to accept ANSI date despite building as Unicode. This needed a bit of hackery because the macros in windowsx.h are not character set sensitive.
2019-09-23 01:28:18 +02:00
Christoph Oelckers 2cbe211e7c - transitioned project to CMake and deleted most of the old build system.
The EDuke32 and RedNukem frontends are working, Blood isn't yet.

Notes:

many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers 55a879fcc0 - put EDuke frontend source into a namespace.
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers 30c47a8511 - include namespace file in all sources as the very first include. 2019-09-21 20:59:54 +02:00
Christoph Oelckers 92fa2cc030 - removed Mapster launcher images. 2019-09-21 20:28:55 +02:00
Christoph Oelckers 7721ed31c0 - removed Lunatic remains.
This looks as dead as it could be, so away it goes.
2019-09-21 20:27:29 +02:00
Christoph Oelckers 639d1fb4d3 - we do not want to build an editor here. 2019-09-21 20:24:11 +02:00
Christoph Oelckers 15f5a35fd8 - removed all extern "C" from EDuke32 folder, plus some other dead code I noticed. 2019-09-21 19:38:38 +02:00
Christoph Oelckers 71b332459b - removed Android and Mapster headers plus raw EDuke assets in Blood folder. 2019-09-21 19:30:20 +02:00
Christoph Oelckers 998ac01157 - manual merge of all NBlood changes that couldn't get cherry picked. 2019-09-21 13:02:17 +02:00
nukeykt 107a630883 Add TROR rendering
# Conflicts:
#	source/blood/src/mapedit.cpp
#	source/build/include/editor.h
#	source/build/include/polymer.h
#	source/build/src/build.cpp
#	source/build/src/polymer.cpp
2019-09-21 10:11:02 +02:00
nukeykt 75d2e81e98 Move midi stuff to audiolib
# Conflicts:
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/nblood.vcxproj.filters
#	source/audiolib/include/al_midi.h
#	source/audiolib/include/opl3.h
#	source/audiolib/include/oplmidi.h
#	source/audiolib/src/_al_midi.h
#	source/audiolib/src/_oplmidi.h
#	source/audiolib/src/al_midi.cpp
#	source/audiolib/src/opl3.cpp
#	source/audiolib/src/oplmidi.cpp
#	source/duke3d/Dependencies.mak
#	source/duke3d/src/sdlmusic.cpp
2019-09-21 09:37:07 +02:00
terminx 225be48aca Fix issue where the borderless windowed mode menu option wasn't starting out reflecting the current value
git-svn-id: https://svn.eduke32.com/eduke32@8130 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:27:47 +02:00
terminx 4ad6dd65b1 EDUKE32_STANDALONE does, however, need this
git-svn-id: https://svn.eduke32.com/eduke32@8129 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:27:32 +02:00
terminx d3448c0ccc EDUKE32_STANDALONE doesn't need this
git-svn-id: https://svn.eduke32.com/eduke32@8128 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:27:32 +02:00
terminx 701c67eb9e "digital axis shit based on mouse movement should be eliminated"
git-svn-id: https://svn.eduke32.com/eduke32@8127 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/menus.cpp
2019-09-20 23:27:31 +02:00
terminx b99ac8c4a0 This should help with some of the player movement fuckery
This fixes the bug that let you jump through the ticket booth window in E1L1 and the problems jumping into vents when run mode is disabled.

git-svn-id: https://svn.eduke32.com/eduke32@8119 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:25:40 +02:00
terminx 05fae1eb1a This fixes the shrinker in E1L4
I wonder what it breaks! :D

git-svn-id: https://svn.eduke32.com/eduke32@8117 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:25:39 +02:00
terminx e6d72ae2b6 Add missing EDUKE32_STANDALONE ifdef
git-svn-id: https://svn.eduke32.com/eduke32@8111 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:18 +02:00
terminx 4e15b11571 Remove getzsofslope_player() and use yax_getzsofslope() and getcorrectzsofslope() to determine the player's .truecz and .truefz values
git-svn-id: https://svn.eduke32.com/eduke32@8110 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:18 +02:00
terminx a5dacd4b12 Fix bug dating back to the DOS version where actors on sector lines would sometimes fail to shoot hitscan projectiles
git-svn-id: https://svn.eduke32.com/eduke32@8107 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:16 +02:00
terminx 8f347bde0b Fix bug with SFLAG_NOWATERSECTOR in EDUKE32_STANDALONE (Fury) builds
git-svn-id: https://svn.eduke32.com/eduke32@8106 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:15 +02:00
terminx b127997824 Just formatting...
git-svn-id: https://svn.eduke32.com/eduke32@8104 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:04 +02:00
terminx ea66e1a8ee Expose control over the list of statnums that hitradius will damage to CON
git-svn-id: https://svn.eduke32.com/eduke32@8103 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:03 +02:00
terminx 1b12de0037 Fix a couple remaining issues with crouch toggle
git-svn-id: https://svn.eduke32.com/eduke32@8102 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:02 +02:00
terminx 48ca8f01aa Take slope heights into account in A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@8101 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:02 +02:00
terminx 0cba9d2036 This theoretically helps with cases in which the player is squished by geometry
git-svn-id: https://svn.eduke32.com/eduke32@8100 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:01 +02:00
terminx 35274783a9 Eliminate another goofy holdover from the old version of A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@8099 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:01 +02:00
terminx 22f67f17e9 Add missing abs() call to z check before EVENT_JUMP
git-svn-id: https://svn.eduke32.com/eduke32@8098 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:23:00 +02:00
hendricks266 475743424f Make sjson its own object
git-svn-id: https://svn.eduke32.com/eduke32@8091 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:19:58 +02:00
terminx e3f1399484 Fix dumbass problem with A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@8090 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:18:48 +02:00
terminx 8aa8b7bef6 EDUKE32_STANDALONE stuff
git-svn-id: https://svn.eduke32.com/eduke32@8089 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:18:48 +02:00
terminx f144f1a0bc Relax SKIPWALLCHECK enforcement with SHRINKSPARK projectile in Duke3D
git-svn-id: https://svn.eduke32.com/eduke32@8086 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:59 +02:00
terminx ad4afc2020 More A_RadiusDamage() work
git-svn-id: https://svn.eduke32.com/eduke32@8085 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:59 +02:00
terminx 11e9baa045 Add borderless windowed mode options to menu
git-svn-id: https://svn.eduke32.com/eduke32@8084 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:58 +02:00
terminx 12eea3740c EDUKE32_STANDALONE crap
git-svn-id: https://svn.eduke32.com/eduke32@8083 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:58 +02:00
terminx aa8ce8d42a Fix USE_OPENGL=0 builds
git-svn-id: https://svn.eduke32.com/eduke32@8082 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:57 +02:00
terminx 8ac4c6739a Change A_DamageWall() parameter from pointer to reference because we don't write to it
git-svn-id: https://svn.eduke32.com/eduke32@8080 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:22 +02:00
terminx 9cc608715e Fast A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@8079 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 23:17:21 +02:00
Christoph Oelckers 625586b729 - delete unneeded content from rsrc folders.
None of these will be used in any way so they may just go.
2019-09-20 22:16:34 +02:00
terminx 3a071ae6b7 At some point these two lines got removed from CON_IFCANSHOOTTARGET
git-svn-id: https://svn.eduke32.com/eduke32@8075 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:15:15 +02:00
terminx e262135463 Use multiples of 5 for the HUD scale option and cap the range at 50-100
git-svn-id: https://svn.eduke32.com/eduke32@8071 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:42 +02:00
terminx 1ba0406b4d uint64_t in G_FPSLimit()
git-svn-id: https://svn.eduke32.com/eduke32@8070 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:42 +02:00
terminx 598a0f2630 Allow up to fov 140 from console
git-svn-id: https://svn.eduke32.com/eduke32@8068 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:41 +02:00
terminx 5f8e7193d7 Bind medkit to mouse3 by default
git-svn-id: https://svn.eduke32.com/eduke32@8067 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:40 +02:00
terminx c670cceb18 Remove C as alternate default bind for regular gamefunc_Crouch
git-svn-id: https://svn.eduke32.com/eduke32@8066 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:10:40 +02:00
terminx d0223fd744 Support fullscreening to the correct display in multiple monitor configurations
git-svn-id: https://svn.eduke32.com/eduke32@8063 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/baselayer.h
#	source/build/src/polymost.cpp
2019-09-20 21:10:22 +02:00
terminx f868345670 More gamefunc_Toggle_Crouch improvements
git-svn-id: https://svn.eduke32.com/eduke32@8061 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:57 +02:00
terminx 4300eb1a66 Rename gamefunc_Crouch_Toggle to gamefunc_Toggle_Crouch to match the only existing similarly named gamefunc, gamefunc_Toggle_Crosshair
Now bound to C by default.

git-svn-id: https://svn.eduke32.com/eduke32@8059 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:18 +02:00
terminx e6cb2e4a8d Use a sound's volume offset parameter as the max distance if the explosion flag is set
git-svn-id: https://svn.eduke32.com/eduke32@8058 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:18 +02:00
terminx dcf9768c20 Rework crouch toggle
This is almost entirely contained in P_GetInput() now. It still uses two separately mappable buttons but you can get away with only gamefunc_Crouch_Toggle.

git-svn-id: https://svn.eduke32.com/eduke32@8057 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:17 +02:00
terminx 9841b053ea Set actor .bpos after A_GetZLimits() in A_Spawn()
git-svn-id: https://svn.eduke32.com/eduke32@8055 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:16 +02:00
terminx d27c705b15 Fix MSVC build
git-svn-id: https://svn.eduke32.com/eduke32@8053 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 21:09:15 +02:00
pogokeen 222e593437 Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.

git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/sdlayer.cpp
2019-09-20 21:09:14 +02:00
hendricks266 ab14653bbc Make building Fury easier with FURY=1
git-svn-id: https://svn.eduke32.com/eduke32@8044 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:19:09 +02:00
hendricks266 97a1dea887 Fix "bind showkeys" crash
git-svn-id: https://svn.eduke32.com/eduke32@8041 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:17:21 +02:00
terminx 10a909b0af Yeahhhhhh, this wasn't a great idea
git-svn-id: https://svn.eduke32.com/eduke32@8040 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:17:21 +02:00
hendricks266 5cd2b246e5 I don't know why I read this diff backwards.
git-svn-id: https://svn.eduke32.com/eduke32@8039 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:17:20 +02:00
hendricks266 8c285aafe6 Remove fav priority weapon switch setting from menu, still available as a cvar
git-svn-id: https://svn.eduke32.com/eduke32@8038 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:17:20 +02:00
hendricks266 c0cf31a28c Re-enable mouse dead zone and mouse bias in input code, follow-up to r8028
git-svn-id: https://svn.eduke32.com/eduke32@8037 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:17:19 +02:00
terminx b2f96ade69 Tweak weapon autoswitch menu option text
git-svn-id: https://svn.eduke32.com/eduke32@8033 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:15:53 +02:00
terminx 1b5edf9551 Don't spawn TRANSPORTERSTAR if FURY
git-svn-id: https://svn.eduke32.com/eduke32@8032 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:15:52 +02:00
terminx 3dcbf9955d Add console/log output for when the player is killed by various internal things, to aid in debugging
git-svn-id: https://svn.eduke32.com/eduke32@8030 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:10 +02:00
terminx b9e61fcb7f Use a vec3_t instead of separate vars to hold temporary position data in G_HandleMirror()
git-svn-id: https://svn.eduke32.com/eduke32@8029 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:10 +02:00
terminx a8f621a989 if out the in_mousebias and in_mousedeadzone cvars
git-svn-id: https://svn.eduke32.com/eduke32@8028 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:09 +02:00
hendricks266 673bd16299 Input: Separate everything in AdvanceTrigger into a new TextSubmit except Space so it doesn't submit text fields such as savegames
git-svn-id: https://svn.eduke32.com/eduke32@8025 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:09 +02:00
hendricks266 757b19ad3f Menus: Move weapon switching to Control Setup
git-svn-id: https://svn.eduke32.com/eduke32@8023 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:08 +02:00
terminx 6c330bba1f Add option to disable the game side framerate limiter back into the menu
git-svn-id: https://svn.eduke32.com/eduke32@8022 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:08 +02:00
terminx d1e9a4ec0d Add toggle for always run back to the menu
git-svn-id: https://svn.eduke32.com/eduke32@8021 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:14:08 +02:00
terminx 2895b36b72 Change skill alignment if FURY
git-svn-id: https://svn.eduke32.com/eduke32@8017 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:21 +02:00
hendricks266 4f5434dffe Don't clobber E1L8 for user maps
git-svn-id: https://svn.eduke32.com/eduke32@8016 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:21 +02:00
hendricks266 733cb636cd Return to the main menu after completing a user map
git-svn-id: https://svn.eduke32.com/eduke32@8015 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:20 +02:00
hendricks266 7bf4a722fb Menus: Fix Y/N options with three lines
git-svn-id: https://svn.eduke32.com/eduke32@8014 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:20 +02:00
hendricks266 98c4d8247f Menus: Fix the Sound and Music Volume options in a way that works for Duke too, using indentation
git-svn-id: https://svn.eduke32.com/eduke32@8013 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:19 +02:00
hendricks266 fafc8f1583 Menus: Disable the gamepad axes and buttons menus if opening them would cause an abort due to having no items
git-svn-id: https://svn.eduke32.com/eduke32@8012 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:19 +02:00
hendricks266 002a52033d Amend r7987 to only clear input if actually in the menu
git-svn-id: https://svn.eduke32.com/eduke32@8008 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:12:29 +02:00
hendricks266 f47b44f4b2 Fix use of wrong macros for game controller buttons in game-side input.cpp
git-svn-id: https://svn.eduke32.com/eduke32@8006 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:12:25 +02:00
terminx 59b0c0e3f7 Revise r8001
git-svn-id: https://svn.eduke32.com/eduke32@8004 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:12:21 +02:00
terminx c72a69ff6f This timing stuff actually works
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!

git-svn-id: https://svn.eduke32.com/eduke32@8002 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/sdlayer.cpp
2019-09-20 16:12:16 +02:00
terminx 3b504975a2 Call A_GetZLimits() for sprites in the map at load time
git-svn-id: https://svn.eduke32.com/eduke32@8001 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:11:09 +02:00
hendricks266 00992a7ba5 Menus: Open the User Map menu to a folder named "usermaps" if one exists.
git-svn-id: https://svn.eduke32.com/eduke32@7999 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:11:05 +02:00
hendricks266 345497b271 newgamechoices: usercontent flag
git-svn-id: https://svn.eduke32.com/eduke32@7998 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:11:03 +02:00
hendricks266 6fa8a17c44 Don't adjust analog turning because of the Run gamefunc
git-svn-id: https://svn.eduke32.com/eduke32@7997 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:11:01 +02:00
hendricks266 addc919636 Amend r7993
git-svn-id: https://svn.eduke32.com/eduke32@7996 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:59 +02:00
hendricks266 446186d49a CON: Add userdef .gamepadactive
git-svn-id: https://svn.eduke32.com/eduke32@7995 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:57 +02:00
hendricks266 f7d6f66405 Menus: Use gamepad button names for Y/N prompts when most recently active
git-svn-id: https://svn.eduke32.com/eduke32@7994 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:55 +02:00
hendricks266 9c3ec69c86 CON: Add getgamefuncbind
git-svn-id: https://svn.eduke32.com/eduke32@7993 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:52 +02:00
hendricks266 73fb1d467f Replace implementation of crouch toggle in a way that won't interfere with other uses of the crouch key, such as swimming and jetpacking.
TODO: Make this work over the network.

git-svn-id: https://svn.eduke32.com/eduke32@7991 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:48 +02:00
hendricks266 9a1a3f01e8 Fix grpinfo reading in Mapster32
Thanks to Doom64hunter.

git-svn-id: https://svn.eduke32.com/eduke32@7990 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:46 +02:00
hendricks266 ef0d79140c Disable drawing sprite arrows and borders in the automap in FURY mode
git-svn-id: https://svn.eduke32.com/eduke32@7989 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:44 +02:00
hendricks266 86aa23e394 Allow gamepads to accept text entry fields
git-svn-id: https://svn.eduke32.com/eduke32@7988 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:42 +02:00
hendricks266 a29869f86e Fix gamepad analogs not working in menus when in game
git-svn-id: https://svn.eduke32.com/eduke32@7987 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:40 +02:00
hendricks266 cb405ced52 Add gamepad axis inversion toggles
git-svn-id: https://svn.eduke32.com/eduke32@7986 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:38 +02:00
hendricks266 1bbd251bff Rescan for controllers when toggling gamepads back on
git-svn-id: https://svn.eduke32.com/eduke32@7985 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:37 +02:00
hendricks266 0bf4f744a8 Menus: Improve the "Status bar" option when there are only two settings and one is None
git-svn-id: https://svn.eduke32.com/eduke32@7984 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:34 +02:00
hendricks266 d143589f3d Menus: Fix the names of the Sound and Music Volume options
git-svn-id: https://svn.eduke32.com/eduke32@7983 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:32 +02:00