Commit Graph

3545 Commits

Author SHA1 Message Date
Christoph Oelckers e8231f904f - I have no idea why a fov of exactly 90° does not work.
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers f8a807e3bb - cleaned out a tiny bit of the garbage that has accumulated in compat.h.
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers fd1e63b996 - allow skipping in the end of game sequence. 2020-01-24 21:41:47 +01:00
sirlemonhead ccfefaa9be PCExhumed: Fixed player view not centring when the Ramses Head appears. 2020-01-24 19:51:42 +01:00
sirlemonhead d044b2a605 PCExhumed: Fix inconsistent HUD health and magic animation speed. 2020-01-24 19:51:42 +01:00
Christoph Oelckers 08e69b1d2e - fixed missing messages in Shadow Warrior. 2020-01-24 19:51:06 +01:00
Rachael Alexanderson a431d6e190 - fix compile on Clang 9 2020-01-23 13:36:30 -05:00
Christoph Oelckers 0cb5658d41 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-23 19:14:21 +01:00
Christoph Oelckers bcc254e0ba - enabled '+' command line args to execute CCMDs on startup. 2020-01-23 19:14:10 +01:00
Rachael Alexanderson 69ebd9a95d - update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them) 2020-01-23 13:05:09 -05:00
Christoph Oelckers aebea2eb92 - added special SW handling for music lookup plus optional debug output where music is picked from. 2020-01-23 19:01:51 +01:00
Rachael Alexanderson 52897c0cbb - complete the "give" commands for Shadow Warrior
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Christoph Oelckers 7a5efde1c9 - I think a version bump may be in order. 2020-01-23 18:20:53 +01:00
nukeykt 7c1f9d971a Blood: fix spin 180 functionality 2020-01-23 18:18:45 +01:00
Rachael Alexanderson ae001b6cda - oops, missing files 2020-01-23 07:13:20 -05:00
Rachael Alexanderson 929fc880ee - make "activatecheat" pass a raw string to shadow warrior's cheat processor
- added a nullptr check
2020-01-23 07:12:12 -05:00
Rachael Alexanderson 0f3b3300fb - not yet finished: this enables some console cheats in Blood and Shadow Warrior 2020-01-23 05:50:12 -05:00
Christoph Oelckers b98019a4ba - added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error. 2020-01-22 22:57:28 +01:00
Christoph Oelckers 6958e0326d - Shadow Warrior fixes
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers 90ce4a893d - fixed: the current shade was applied twice for voxels - once as a shade and once as a light level. 2020-01-22 21:34:18 +01:00
Christoph Oelckers bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers 3ed7856f53 - fixed sound volume issues in Blood. 2020-01-22 16:34:58 +01:00
Christoph Oelckers a7b020d1a8 - implemented proper screen size scaling for Exhumed. 2020-01-22 16:14:01 +01:00
Christoph Oelckers dcbb936a9b - fixed hud_scale for Shadow Warrior. 2020-01-22 15:21:07 +01:00
Christoph Oelckers 09106b3159 - fixed the HUD size slider for Blood. 2020-01-22 13:53:26 +01:00
Christoph Oelckers 6a06f6aef4 - fixed typo in string label. 2020-01-22 13:41:55 +01:00
Madame Rachelle 47ba169150 - oops, I misplaced an endif in the Linux code 2020-01-22 05:54:59 -05:00
pogokeen dbc8e63b8b game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
git-svn-id: https://svn.eduke32.com/eduke32@8534 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-21 23:57:44 +01:00
Christoph Oelckers 9c423ae6a3 - take down the level outside the LoadGame function in ShadowWarrior.
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers 12d4f12da5 - removed the 'experimental' switch for Exhumed.
The game works better than Shadow Warrior so this seems pointless.
2020-01-21 22:08:05 +01:00
Christoph Oelckers 27cc865af7 - null checks in SW. 2020-01-21 22:03:04 +01:00
Christoph Oelckers 493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers acf7f29dbd - moved Exhumed's engine state save code into the common part.
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00
Christoph Oelckers cacbd7d8b6 - reset YAX data before loading a game.
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Rachael Alexanderson a637ec60c4 - finally - we have a compile on linux! 2020-01-20 05:46:18 -05:00
Rachael Alexanderson bab394b061 Merge remote-tracking branch 'origin/master' into fix-linux-compile 2020-01-20 04:40:28 -05:00
Rachael Alexanderson f28d05753d - almost got it all compiled on linux 2020-01-20 04:09:44 -05:00
Rachael Alexanderson d9563dae73 Merge remote-tracking branch 'origin/master' into fix-linux-compile 2020-01-20 03:00:16 -05:00
Christoph Oelckers e555d15cc7 renamed the swap function in pragmas.h
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers ef3ade08d3 - silence debug diagnostics for non-test builds 2020-01-20 00:42:40 +01:00
Christoph Oelckers d7d5da93f6 - properly set up info.plist for macOS 2020-01-20 00:24:25 +01:00
BSzili bd1523ef2d Rednukem: fix building with NETCODE_DISABLE
# Conflicts:
#	source/rr/src/game.cpp
#	source/rr/src/net.h
2020-01-19 23:54:04 +01:00
Christoph Oelckers 6f39b87d5b - actually draw the fullscreen blends. 2020-01-19 23:49:53 +01:00
Christoph Oelckers b066f725d4 - clear the matrix list after rendering the 2D content. 2020-01-19 23:27:59 +01:00
Christoph Oelckers aa1361acbb - make palfadedelta explicitly unsigned 2020-01-19 23:18:38 +01:00
Christoph Oelckers c8fa2443d3 - completely separated view and model matrix.
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00
Christoph Oelckers b209b1f960 - make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.
- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
2020-01-19 14:08:48 +01:00
Christoph Oelckers 7a5f60e14d - removed gl_projectionhacks and the SOFTROTMAT code path.
Both were hard coded not to be used.
2020-01-19 13:57:24 +01:00
Christoph Oelckers c4429cf15d - fixed voxel rendering. 2020-01-19 13:50:31 +01:00
Christoph Oelckers 352c099b5a - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
Jonathan Gray c7ffed4867 Blood: change fallthrough annotations to fix clang build
Remove some fallthrough annotations so clang does not fatally error:

source/blood/src/aiunicult.cpp:1983:13: error: fallthrough annotation does not
      directly precede switch label

source/blood/src/triggers.cpp:1045:33: error: fallthrough annotation does not
      directly precede switch label

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/triggers.cpp
2020-01-18 22:48:13 +01:00
Christoph Oelckers 454f796b69 - collect all 3D geometry in a list so that it can be rendered later.
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers 2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers 8cd9775513 - fixed VP8 video player.
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers 2e06ccfec6 - draw the screen overlays using the vertex buffer. 2020-01-18 16:14:30 +01:00
Christoph Oelckers 1a916c0a76 - use the vertex buffer to render the post processed screen image. 2020-01-18 16:14:30 +01:00
Christoph Oelckers 298bbb4c97 - removed some leftover pieces of the original savepic code in RR. 2020-01-15 20:52:36 +01:00
Christoph Oelckers a4d8e68b9f - added an engine credits menu page. 2020-01-15 20:39:41 +01:00
Christoph Oelckers c0c18db7cd - dynamically allocate the large networking buffers.
These waste a whopping 800MB of address space, which on 32 bit could be the deciding factor for exhausting available memory.
2020-01-15 18:36:53 +01:00
Christoph Oelckers 4aacd6d958 - display the savepics.
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers 5739b4b024 - added savepic generation to Exhumed. 2020-01-14 21:48:01 +01:00
Christoph Oelckers 8db6a4331b - added savepic generation for Blood. 2020-01-14 21:20:46 +01:00
Christoph Oelckers e30975581b - enabled savegame pictures in Shadow Warrior.
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers 6ace2f8bf0 - added savepic generation to RR. 2020-01-14 20:12:08 +01:00
Christoph Oelckers 7b6bd34a58 - create the savepic framebuffer without multisampling.
It didn't work and doesn't need it so let's save that piece of video memory.
2020-01-14 19:50:47 +01:00
Magnus Norddahl e923ef5d3a Add missing M_FinishPNG call 2020-01-14 14:22:03 +01:00
Magnus Norddahl a8614c89dd Fix incorrect pitch size when creating savepic 2020-01-13 19:50:25 +01:00
Christoph Oelckers 45a93fc57e - fixed a few bad or missing string labels. 2020-01-13 18:05:43 +01:00
Evan Ramos 3e3477c414 Fix errors in PR
# Conflicts:
#	source/blood/src/osdcmd.cpp
#	source/blood/src/view.cpp
#	source/build/src/mutex.cpp
2020-01-13 18:00:25 +01:00
NoOneBlood 2b36e53706 - Removed event.causedBy for demo playback compatibility
- Fixed kThingArmedRemote in triggers.cpp (OperateSprite())
- Fixed kTrapFlame in triggers.cpp (OperateSprite())

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/player.h
2020-01-13 17:58:27 +01:00
NoOneBlood 4123a9e14e - gModernMap guard instead of VanillaMode in dudeSpawn
- No sound for player when jumping fix
2020-01-13 17:57:13 +01:00
NoOneBlood 6f3ccdc651 - Combination switches fix (and basically all event commands)
- No sound of jumping when player's jump velocity is too low
2020-01-13 17:57:13 +01:00
Christoph Oelckers dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers 95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers 661431df87 - moved bits of my own code to properly copyrighted files. 2020-01-12 14:54:43 +01:00
Christoph Oelckers 9ca2819ad1 - added missing validation to S_GetUserFlags functions. 2020-01-12 09:32:30 +01:00
Christoph Oelckers b57d683938 - added default for nosubdir parameter. 2020-01-12 08:53:11 +01:00
Christoph Oelckers 238bbd26c1 - fixed: savegame insertion must not move the "New savegame" node at the top. 2020-01-11 23:05:37 +01:00
Christoph Oelckers 6e3772d50d - fixed voxel color setting. 2020-01-11 22:39:53 +01:00
CommonLoon102 851a82c01f Blood: prefix the new maphack tokens with md
# Conflicts:
#	source/duke3d/src/lunatic/con_lang.lua
#	source/rr/src/lunatic/con_lang.lua
2020-01-11 22:24:13 +01:00
CommonLoon102 bc4a4bea23 Add possibility to move voxels/models via maphacks
# Conflicts:
#	source/build/src/engine.cpp
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/lunatic/con_lang.lua
#	source/rr/src/lunatic/con_lang.lua
2020-01-11 22:23:53 +01:00
CommonLoon102 95eb10d2a6 fix voxel positions when notmd is defined in maphack file
# Conflicts:
#	source/blood/src/view.cpp
2020-01-11 22:19:50 +01:00
Christoph Oelckers 55dab6d3d3 - hooked up the high color texture colorization code.
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers 17eddda36c - added date and play time display to savegames. 2020-01-11 19:40:35 +01:00
Christoph Oelckers a5f08a4734 - fixed Shadow Warrior save game loading from the main menu. 2020-01-11 18:50:38 +01:00
Christoph Oelckers 5e34b437d9 Merge branch 'master' into fix-linux-compile 2020-01-11 17:37:29 +01:00
Christoph Oelckers 3b955b7c94 - added support for ZDoom-style GAMEINFO. 2020-01-11 17:05:25 +01:00
Rachael Alexanderson 0785c6b9e3 - this is a good stopping point for now, again... 2020-01-11 10:02:44 -05:00
Rachael Alexanderson 96852300bf - a lil more done 2020-01-11 09:27:12 -05:00
Rachael Alexanderson 965c2fd789 - and a lil bit more work 2020-01-11 09:27:12 -05:00
Rachael Alexanderson e86e830407 - some more work on this, taking antoher break 2020-01-11 09:27:12 -05:00
Rachael Alexanderson 897354e725 - this is incomplete, i'm just putting this here for now so i don't lose it 2020-01-11 09:27:12 -05:00
nukeykt af80e64ecf Calculate map MD4 used for maphacks
# Conflicts:
#	source/blood/src/db.cpp
2020-01-11 14:58:12 +01:00
Christoph Oelckers 4825d66e10 - make file system directory printout optional. 2020-01-10 21:54:18 +01:00
Christoph Oelckers 6305714493 - fixed some issues with RR's Route66 add-on.
The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
sirlemonhead 1ddcc41ed8 PCExhumed: Fix spark effect when destroying an energy tower. 2020-01-10 17:32:28 +01:00
Christoph Oelckers 74fdb6dbcb - fixed menu for DN3D 1.3 2020-01-09 17:35:38 +01:00
Christoph Oelckers 30ebd18680 - fixed incorrect name for last RR map. 2020-01-08 18:58:36 +01:00
Christoph Oelckers dc6e7c52c1 - don't pop up the menu over the intro movies when ending a game. 2020-01-08 17:36:21 +01:00
Christoph Oelckers f513692a08 - fixed last commit. 2020-01-08 17:36:00 +01:00