Commit graph

1030 commits

Author SHA1 Message Date
Christoph Oelckers
b49de68c86 - migrated highpalookup, basepalette and undefbasepaletterange. 2021-04-20 22:43:02 +02:00
Christoph Oelckers
f51872db25 Merge branch 'master' into newrenderer 2021-04-20 20:46:06 +02:00
Christoph Oelckers
16f45ffe3d - fixed small oversight in makepalookup parser. 2021-04-20 20:44:22 +02:00
Christoph Oelckers
512411d0fa - parseUndefTexture(Range) 2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386 - parseUndefPalookupRange 2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462 - parseMakePalookup 2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7 - fixed a few parsing errors. 2021-04-20 20:41:04 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
bb119fa928 - parseNumAlphaTabs 2021-04-20 20:21:51 +02:00
Christoph Oelckers
82a0b0502b - parseBlendTable 2021-04-20 20:21:51 +02:00
Christoph Oelckers
01f93f4cca - several smaller texture (un)definition commands. 2021-04-20 20:05:35 +02:00
Christoph Oelckers
8c5a9c23c3 - tileimportfromtexture and copytile. 2021-04-20 20:04:44 +02:00
Christoph Oelckers
97637e4d2d - parseArtFile. 2021-04-20 20:03:19 +02:00
Christoph Oelckers
2761ced670 - handle 2 dead .def commands. 2021-04-20 20:02:19 +02:00
Christoph Oelckers
afb2cd3b82 - fixed NoFullbrightRange.
Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
2021-04-20 20:02:08 +02:00
Christoph Oelckers
40a632a2ae - rffdefineid 2021-04-20 19:39:12 +02:00
Christoph Oelckers
643b969dff - added another weird Build specialty: no vertical sprite offset flipping for face sprites.
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
be20b6a839 - fixed: wall sprites do not need NPOT emulation. 2021-04-20 16:58:18 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +02:00
Christoph Oelckers
d078b511b8 - flip backwards oriented wall sprites before submitting them to the render list.
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
2021-04-20 14:30:22 +02:00
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
321bfe86f8 - DSkippableScreenJob::OnEvent(): Ensure previously ignored keys don't cause a screenjob to skip.
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
ccdf9d13f1 - do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
a919e526ec - SW: the intro's sound may not be paused when the menu opens. 2021-04-19 21:39:44 +02:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Mitchell Richters
171d541112 Merge branch 'master' into newrenderer 2021-04-18 10:05:10 +10:00
Christoph Oelckers
27ca71a6ec - allow specifying a .def file in GAMEINFO.
This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
eff7d66742 - fixed Clang compilation error. 2021-04-17 18:47:15 +02:00
Christoph Oelckers
cdf89b9175 - portal rendering fix when viewing through two-sided walls outside the actual portal area.
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
2021-04-17 18:32:40 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
cd58b1d055 - made the tile size getters a bit more robust.
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
962e313eb2 - fixed screen job fadeout. 2021-04-17 00:16:18 +02:00
Christoph Oelckers
2b9a527aba - added a 'Start' method to DScreenJob.
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
584e4bfb4a - explicitly check for opening the console when running a screen job. 2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740 - skip the fade-in of the screen job if it starts while the game is paused.
While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
f28aa8f06c - properly pause streaming soundtracks of movies as well.
This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802 - properly pause the screen job player if the menu is open.
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
Christoph Oelckers
2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers
e580407d7d - the remaining Exhumed screens.
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
fed15a79e4 - Exhumed's intro screens. 2021-04-16 20:08:20 +02:00
Christoph Oelckers
4950b556c9 - handled SW's screens. 2021-04-16 18:43:59 +02:00
Christoph Oelckers
2a2c85c082 - migrated Duke's intro images and the first episode's ending animation. 2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678 - DBlackScreen and DImageScreen migrated to event-based handling. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
aad6158288 - cleanup of movie player code, migration to event interface. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
dbd3e1de44 - Screen Job refactoring WIP.
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
6cb84dc554 - split out the movie player into its own file. 2021-04-15 23:55:29 +02:00
Christoph Oelckers
dc8b72b2ce Merge branch 'master' into newrenderer2
# Conflicts:
#	source/games/duke/src/actors.cpp
#	source/games/duke/src/hudweapon_d.cpp
#	source/games/duke/src/hudweapon_r.cpp
#	source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6 - Exhumed: Change map command to start the level directly without going through the scrolling map. 2021-04-15 18:55:54 +02:00
Mitchell Richters
a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Mitchell Richters
92d1d7fbde - Fix potential overflow issue in binangle::tosigned() and getincanglebam(). 2021-04-15 08:25:08 +10:00