Commit graph

805 commits

Author SHA1 Message Date
Christoph Oelckers
61d08f41e0 - fixed DTA_KeepRatio. 2020-07-17 21:14:58 +02:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers
ea6c74d0e6 - transitioned the local input handler.
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
2fd2ad2212 - sky code cleanup and transitioning of Duke's. 2020-07-15 00:06:19 +02:00
Christoph Oelckers
a93ed1e502 Merge branch 'master' into back_to_basics2
# Conflicts:
#	source/blood/src/view.cpp
#	source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
alexey.lysiuk
df2b3b6b17 - made mouse scaling in Cocoa backend match other platforms 2020-07-07 11:37:23 +03:00
Christoph Oelckers
642ae03d90 - use player_struct from JFDuke. 2020-07-06 23:05:48 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +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
2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +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
f1a2836877 - it continues.
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
691643b035 - fix DTA_KeepRatio for fullscreen scaling. 2020-07-03 10:53:02 +02:00
Christoph Oelckers
c09b4896a6 - made RR summary screens work. 2020-07-01 22:14:11 +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
8aaadfad1b - fixed the notification display. 2020-06-30 22:01:43 +02:00
Christoph Oelckers
7253b4eb74 - added a serializer for the flamethrower's fire map. 2020-06-29 23:36:06 +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
69d9a98ead - Duke end of episode animations ported 2020-06-28 21:38:25 +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
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
e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Mitchell Richters
e1e05eeaa7 - change cl_defaultconfiguration default from '2' (leftbinds) to '0' (defbinds). 2020-06-23 12:16:11 +02:00
Christoph Oelckers
7bc8d2baff - I_msTimeF. 2020-06-20 11:55:30 +02:00
Christoph Oelckers
76311cfcc9 - set proper minimal FPS rate for all games. 2020-06-20 10:46:51 +02:00
Christoph Oelckers
e29eb5bbed - added some ZScript basics.
This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
b9a567463c - fixed compile error. 2020-06-17 12:26:06 +02:00
Christoph Oelckers
b753ea5db7 - preparations for passing palette lookup textures through the low level texture code. 2020-06-17 12:26:01 +02:00
Christoph Oelckers
d4b32bf79f - fully synchronized the backend code with GZDoom.
The camera texture code couldn't be done earlier.
2020-06-14 21:13:22 +02:00
Christoph Oelckers
5effc95ae1 - updated startup dialog and fixed multisampling not active in the 3D scene. 2020-06-14 20:59:26 +02:00
Christoph Oelckers
946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers
ee98db589f - fixed the Exhumed startup to do proper fading of the publisher logos, which PCExhumed only implemented for the software renderer.
Made it faster than PCExhumed, though
2020-06-12 23:06:11 +02:00
Christoph Oelckers
65ddb6cb59 - disabled the game side frame limiter.
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00
Christoph Oelckers
4f0e3adfbb - removed pointless constexpr declaration on numeric constants. 2020-06-12 16:49:35 +02:00
Christoph Oelckers
6a9f1e9da1 - removed the old OpenGL interface. 2020-06-12 00:25:52 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +02:00
Mitchell Richters
76884c1e18 - fix CI build errors in vk_shader.cpp for all platforms due to missing terminator on #ifdef guarded line. 2020-06-11 13:17:12 +03:00
Christoph Oelckers
a9141af545 - backend update. 2020-06-11 09:15:44 +02:00
Christoph Oelckers
f41e0f9f50 - copied non-x86 compile fix from GZDoom. 2020-06-09 00:13:28 +02:00
Christoph Oelckers
5cbe9fc49c - added NPOT emulation to the backend.
This is #ifdef guarded because GZDoom uses the same code base but has no use for this feature.
2020-06-08 08:02:58 +02:00
Christoph Oelckers
5330964a7a - removed redundant initializers. 2020-06-07 15:07:32 +02:00
Christoph Oelckers
d7225c1965 - backend update from GZDoom 2020-06-07 15:02:54 +02:00
Christoph Oelckers
4c6abe1bb9 - pass the shade through the 2D drawer, so that palette emulation can still use it. 2020-06-07 14:50:12 +02:00
Christoph Oelckers
8da6b8796b - made presets work again.
Two fixes:
* fixed file system setup to mark the last main game resource.
* unbind all keys before loading a preset.
2020-06-07 13:35:23 +02:00