Commit graph

4825 commits

Author SHA1 Message Date
Christoph Oelckers
e272245537 - fixing some HUD stuff. 2020-07-06 15:48:51 +02:00
Christoph Oelckers
928620ab91 - why was this missed? 2020-07-06 13:27:56 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
5d93e946c2 - moved all prediction code into a separate (inactive) source file. 2020-07-06 11:39:39 +02:00
Christoph Oelckers
f4e763e252 - input code cleanup.
The input queues are mostly abstracted now and some EDuke specific handling that isn't needed anymore was removed.
2020-07-06 10:34:31 +02:00
Christoph Oelckers
9300c0bdeb - stripped down the main menu loop to the minimum needed to be able to run it. 2020-07-06 08:55:56 +02:00
Christoph Oelckers
736a52f7b2 - startrts and domovethings. 2020-07-06 03:00:52 +02:00
Christoph Oelckers
827672a775 - moveclouds. 2020-07-06 02:05:31 +02:00
Christoph Oelckers
25bff01c70 - cleanup. 2020-07-06 00:54:06 +02:00
Christoph Oelckers
c6b619214f - cleanup of viewborder code.
The view border will now only be rendered in one place - inside displayrooms. None of the 2D content still depends on what it is set to.
2020-07-06 00:15:22 +02:00
Christoph Oelckers
021799573e - fixed sprite animations. 2020-07-05 23:22:35 +02:00
Christoph Oelckers
7bd2b33e39 - fixed centering of RR big text. 2020-07-05 21:40:51 +02:00
Christoph Oelckers
90d5d7ba75 . ugh. 2020-07-05 21:24:55 +02:00
Christoph Oelckers
cfe1e531c5 - activated the newly added render code and deleted the old one. 2020-07-05 21:21:39 +02:00
Christoph Oelckers
7ead48b9d9 - safety commit for displayrooms. 2020-07-05 16:49:00 +02:00
Christoph Oelckers
53f36e5c40 - fixed P_GetInput to work with the changed backend. 2020-07-05 12:26:00 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Christoph Oelckers
c08b8dc17b - camera display fix.
This is one fucked up mess of code.
2020-07-05 11:54:50 +02:00
Christoph Oelckers
2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +02:00
Mitchell Richters
dae1506182 - change std::max() to std::min() in glbackend.h. Fixes issue in coelckers/Raze#83. 2020-07-05 09:05:19 +02:00
Christoph Oelckers
2b61b44188 - remove unused variable. 2020-07-05 08:58:13 +02:00
Mitchell Richters
30300bf3b2 - allow shade in glbackend.h to accept negative values, but still at a max of numshades-1.
* This fixes some issues with distance lighting issues in Duke3D as reported at https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158417.
2020-07-05 08:57:21 +02:00
Christoph Oelckers
2105af8096 - deleted some garbage. 2020-07-05 00:39:34 +02:00
Christoph Oelckers
390afc9490 - SE150 for RRRA.
It's the same as original SE40. What kind of mess whas done here in Eduke?
2020-07-05 00:16:59 +02:00
Christoph Oelckers
1657d90ca9 - ror.cpp 2020-07-04 23:40:54 +02:00
Christoph Oelckers
119b9f5d02 - SE40
Not testable because no working map uses it.
2020-07-04 23:40:14 +02:00
Christoph Oelckers
78f88e460e - G_DoThirdPerson replaced by the original 'view'. 2020-07-04 22:44:33 +02:00
Christoph Oelckers
2fba557a3d - fixed menu loop 2020-07-04 22:30:18 +02:00
Christoph Oelckers
2c494245ad - cheat list fixed. 2020-07-04 22:03:22 +02:00
Christoph Oelckers
7688390b2d - I hate it when MSVC doesn't recompile altered files... :( 2020-07-04 21:50:16 +02:00
Christoph Oelckers
7872b701ce - CCMD cleanup. 2020-07-04 21:36:27 +02:00
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Mitchell Richters
bb57590d34 - add gl_texture CVAR to glbackend à la GZDoom.
* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc.
* Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
2020-07-04 18:26:11 +02:00
Mitchell Richters
25c5b76f91 - make SDL mouse scaling match that of Windows for consistency. 2020-07-04 18:25:13 +02:00
Christoph Oelckers
39185300e7 - reimplemented cheats based on ZDoom's cheat parser. 2020-07-04 15:51:02 +02:00
Christoph Oelckers
dbd3202433 - simplified the generic cheat code.
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers
c9d3a383a4 more 2020-07-04 00:32:09 +02:00
Christoph Oelckers
f5d363d914 - cleaned out demo code. 2020-07-04 00:12:24 +02:00
Christoph Oelckers
d13b2dc130 - got rid of the dynamic tilemap.
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
f1a2836877 - it continues.
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
d6e021a63d - statistics output 2020-07-03 21:44:57 +02:00
Christoph Oelckers
a3a8286857 - cleanup 2020-07-03 20:17:24 +02:00
Christoph Oelckers
1e24c4a22c - vscrn, aka updateviewport.
Just a temporary patch - this function won't work with the new status bar.
2020-07-03 16:59:53 +02:00
Christoph Oelckers
7f96d182b7 - palette stuff, input functions corrected. 2020-07-03 16:17:37 +02:00
Mitchell Richters
bbacc9e816 - factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
4fbd476b17 - refactored all text output to use DrawText.
No more screentext mess.
2020-07-03 10:53:35 +02:00
Christoph Oelckers
691643b035 - fix DTA_KeepRatio for fullscreen scaling. 2020-07-03 10:53:02 +02:00
Christoph Oelckers
5144e8c355 - ported the 'entering level' screen. 2020-07-03 09:59:24 +02:00
Christoph Oelckers
d2595582d4 - fixed coordinates. 2020-07-03 00:32:10 +02:00
Christoph Oelckers
e833360b65 - ported the level stats display to be game independent. 2020-07-02 23:56:22 +02:00
Christoph Oelckers
21da0816c5 - removed the overhead scoreboard because it's EDuke code. This should reuse the summary screen's output if redone.
- removed voting code for the same reason.
2020-07-02 21:28:09 +02:00
Christoph Oelckers
8d6278f845 - be gone, rotatesprite! 2020-07-02 21:12:02 +02:00
Christoph Oelckers
aaa8ae7306 - took care of the automap code.
This was virtually unchanged from JFDuke except for better formatting.
2020-07-02 20:58:56 +02:00
Christoph Oelckers
17c9513c98 - statusbar code cleanup.
- removed adult_lockout option because it is just a stupid relic from the 90's without any purpose. Were people even using this anymore?
2020-07-02 20:17:29 +02:00
Christoph Oelckers
6172978f13 - the menu code is clean. 2020-07-02 10:59:22 +02:00
Christoph Oelckers
68d7d57b3b - fixed menu registration. 2020-07-02 01:24:46 +02:00
Christoph Oelckers
247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +02:00
Christoph Oelckers
193260680f - a bit more 2020-07-01 22:55:27 +02:00
Christoph Oelckers
54c29258d8 - removed a large bunch of unused dynamic tile names. 2020-07-01 22:44:09 +02:00
Christoph Oelckers
b281c34357 - some final fixes. 2020-07-01 22:27:38 +02:00
Christoph Oelckers
c09b4896a6 - made RR summary screens work. 2020-07-01 22:14:11 +02:00
Christoph Oelckers
bb303c6469 - cleaned up the rest of the summary screen code, particularly the totally redundant second variant for RRRA. 2020-07-01 20:31:29 +02:00
Christoph Oelckers
197a35291a - added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
4baf065370 - decrappification 2020-06-30 22:59:20 +02:00
Christoph Oelckers
2e98b2f8da - quote cleanup. 2020-06-30 22:53:15 +02:00
Christoph Oelckers
8aaadfad1b - fixed the notification display. 2020-06-30 22:01:43 +02:00
Christoph Oelckers
e0bd85935a - replaced user quotes with GZDoom's notification display entirely. 2020-06-30 20:59:24 +02:00
Christoph Oelckers
e04c5e5fad - removed some demo control code. 2020-06-30 20:07:58 +02:00
Christoph Oelckers
1cc692284b - removed remaining YAX code 2020-06-30 19:48:10 +02:00
Christoph Oelckers
a491b88074 - removed most of the demo code. 2020-06-30 19:34:58 +02:00
Christoph Oelckers
51ac1019d2 - ported RR's noise.c. 2020-06-30 17:30:48 +02:00
Christoph Oelckers
fc11447e59 - interpolations transitioned. 2020-06-30 11:55:01 +02:00
Christoph Oelckers
e92ca71fe5 - shareware screens 2020-06-30 00:15:48 +02:00
Christoph Oelckers
7253b4eb74 - added a serializer for the flamethrower's fire map. 2020-06-29 23:36:06 +02:00
Christoph Oelckers
0656beeb2b - remove a bit more code. 2020-06-29 22:07:19 +02:00
Christoph Oelckers
9f33638804 - RR multiplayer screen. 2020-06-29 22:00:38 +02:00
Christoph Oelckers
ea59efd091 - Duke's multiplayer statistics screen. 2020-06-29 20:50:18 +02:00
Christoph Oelckers
e7da8e4bcf - fixed red font for use with DrawText. 2020-06-29 13:19:36 +02:00
Christoph Oelckers
8cb8f85569 - deleted the old anim player. 2020-06-29 00:00:51 +02:00
Christoph Oelckers
726ebec9ec - RR bonus screens. 2020-06-28 22:17:27 +02:00
Christoph Oelckers
69d9a98ead - Duke end of episode animations ported 2020-06-28 21:38:25 +02:00
Christoph Oelckers
6767b383e7 - safety commit. 2020-06-28 14:42:31 +02:00
Christoph Oelckers
7b7c64fc17 - FileStream cleanup 2020-06-28 14:42:06 +02:00
Christoph Oelckers
2ddec37098 - added a texture format for single frame ANMs so that they can be handled like normal images.
The intermission code is doing weird things with them that isn't really portable.
2020-06-28 14:41:44 +02:00
Christoph Oelckers
924816ac8d - Inlined most of libsmackerdec's FileStream.
This should probably be removed altogether and use FileReader directly.
2020-06-28 10:59:11 +02:00
Christoph Oelckers
9aaf6b416d - RR intro movies. 2020-06-28 10:14:42 +02:00
Christoph Oelckers
6be1a9a9e4 - copyright 2020-06-28 09:03:31 +02:00
Christoph Oelckers
67fa7f8275 - work on Duke intro sequence.
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers
4f6ab45e35 - screenjob start. 2020-06-27 11:48:55 +02:00
Christoph Oelckers
8a06a09d05 anm adjustment 2020-06-27 11:48:44 +02:00
Christoph Oelckers
60cb8281cd - more 2D screen adjustment 2020-06-27 11:48:32 +02:00
Christoph Oelckers
e0ad1aa0cd - cleanup of animlib.
* operate on a parameter-specified data structure instead of a global one
* moved error checks into the library code.
2020-06-27 11:47:31 +02:00
Christoph Oelckers
34c3838e62 - logo. 2020-06-26 22:49:56 +02:00
Christoph Oelckers
fc017f5868 - removed unused editwall variable. 2020-06-26 20:28:57 +02:00
Christoph Oelckers
16db8195d5 - fixed incomplete texts in inventory.
This didn't properly discover bad lowercase entries in the font.
2020-06-26 12:20:24 +02:00
Christoph Oelckers
7490d6cd18 - 2d stuff 2020-06-25 21:51:44 +02:00
Christoph Oelckers
43f899f2ce - Do not start multiple instances of the same sound on the same source in Exhumed.
From the looks of it the engine calls the sound function repeatedly while the sound plays to perform distance checks.
With the OpenAL backend these checks are totally unnecessary and shouldn't do anything.
2020-06-24 22:02:23 +02:00
Christoph Oelckers
2bd4173716 - renamed a few headers. 2020-06-24 21:21:02 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers
28b2bcb444 - removed unused header. 2020-06-24 01:02:11 +02:00