Commit graph

3694 commits

Author SHA1 Message Date
Christoph Oelckers
ca21852945 - hook up -nologo. 2020-02-02 20:44:57 +01:00
hendricks266
5fdd69cbbb SW: Add Redux's workaround for glitchy fist HUD sprites in widescreen
git-svn-id: https://svn.eduke32.com/eduke32@8589 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:37:21 +01:00
hendricks266
9f2cb8ea0d renderMakeTSpriteFromSprite: Copy extra, since SW uses it
SW: This fixes enemies glowing under nightvision.

git-svn-id: https://svn.eduke32.com/eduke32@8587 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:36:14 +01:00
hendricks266
3e023684f4 Fix -Wsign-compare warnings in anim.cpp
git-svn-id: https://svn.eduke32.com/eduke32@8584 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/anim.cpp
2020-02-02 20:35:43 +01:00
Christoph Oelckers
5b83e51ab5 - reverb testing code
- toned down the default reverb.
2020-02-02 20:29:43 +01:00
Christoph Oelckers
8412602621 - added more EDuke credits. 2020-02-02 20:29:43 +01:00
alexey.lysiuk
01050be226 - added save_dir CVAR to customize saved games path 2020-02-02 17:06:13 +02:00
alexey.lysiuk
b70796db4c - fixed drawing of a single character
This fixes missing console prompt and cursor
2020-02-02 15:00:51 +02:00
alexey.lysiuk
d0c58b8e64 - fixed: weapon names were printed instead of ammo in Shadow Warrior 2020-02-02 14:37:07 +02:00
Christoph Oelckers
3a522091b9 - detect the add ons in the Megaton edition. 2020-02-02 13:33:07 +01:00
Christoph Oelckers
1bb1f2ae98 - fixed the crash reporter on Windows. 2020-02-02 13:33:07 +01:00
alexey.lysiuk
a890079906 - added Steam path to Shadow Warrior Redux add-ons
Twin Dragon and Wanton Destruction are in the game selection list now
2020-02-02 13:57:45 +02:00
alexey.lysiuk
1edb5fe8ae - moved showing of start window banner to proper location in Cocoa backend
Banner with the current game's name is not used yet but was displayed without any text
2020-02-02 13:55:59 +02:00
Christoph Oelckers
c9d7f21bf1 - fixed the config loader to read long line without messing up the data. 2020-02-02 11:49:36 +01:00
Christoph Oelckers
4d7a43004c - use the new SW interpolation function for all games. 2020-02-02 10:27:47 +01:00
Christoph Oelckers
f76d139207 - fixed SW's interpolation math. 2020-02-02 09:51:44 +01:00
Christoph Oelckers
a594ba32d4 - added assignment to an unused scratch variable to the InitActor*Noise functions.
They are used a state identifiers but identical content-wise so MSVC's linker would merge them all together into one if some code wasn't added to make them different.
A global check for the scratch variable was added in a harmless place to ensure that whole program optimization algorithms won't optimize it out anyway after discovering that the variable is never used.
2020-02-02 08:53:28 +01:00
Christoph Oelckers
c34d9da783 - properly define the BasePalette wrapper. 2020-02-02 07:58:05 +01:00
Christoph Oelckers
ae9ad6612c - fixed: Exhumed did not pause when the console was open. 2020-02-02 00:10:18 +01:00
Christoph Oelckers
0e1eeea037 - use the game palette directly for palette lookups.
The setup here is far too messy for having a copy in a better format - it can be changed in some non-obvious places.
2020-02-01 23:05:43 +01:00
Christoph Oelckers
5d55f768e0 - added autodetection for Cryptic Passage and Route 66 add-ons in their originally (messed up) form.
Cryptic Passage will also be detected in a Fresh Supply installation now.
2020-02-01 21:12:09 +01:00
alexey.lysiuk
0c2faae48b - fixed invalid context warnings with Cocoa backend
A bunch of 'CGContext<...>: invalid context 0x0' messages were printed to console during OpenGL view creation and resizing
2020-02-01 17:11:56 +02:00
alexey.lysiuk
55cfecbe2c - extended list of paths to Steam games 2020-02-01 17:09:13 +02:00
alexey.lysiuk
2dafa4555d - fixed accessing Steam games on Linux and macOS
Special $STEAM "environment variable" should not be expanded
2020-02-01 13:17:02 +01:00
Christoph Oelckers
1cce5d8de2 - fixed RR was still generating input events when the game was paused. 2020-02-01 13:07:58 +01:00
Christoph Oelckers
77ad7dfb81 - fixed incomplete savegame restoration from inside the game.
This now quits the game loop instead of trying to set up the loaded level from inside it.
2020-02-01 10:50:40 +01:00
Christoph Oelckers
ab3811bac0 - fixed: The 2D drawer must apply the render state before it finishes.
Otherwise the global state settings will not be reset.
2020-01-31 22:07:51 +01:00
Christoph Oelckers
4ea61f37fb - 0.3.3 2020-01-30 22:15:44 +01:00
Christoph Oelckers
eac1007c56 - automap color fix. 2020-01-30 22:05:18 +01:00
Christoph Oelckers
08a5c5ff4d - added support for loading eduke.con for DN3D mods.
This is EDuke32's standard so it needs to be handled for mods using this name.
2020-01-30 20:53:39 +01:00
Christoph Oelckers
4bf519dcb0 - fixed copy/pasted broken 'map' CCMD. 2020-01-30 20:25:52 +01:00
Christoph Oelckers
2334787f1b - reenabled the depth test for Polymost.
This was for debugging but accidentally left in.
2020-01-30 20:13:48 +01:00
Christoph Oelckers
cec7b006ca Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-29 22:06:48 +01:00
Christoph Oelckers
4aaf6c4cf6 - check for angular overflow in pitch calculations. 2020-01-29 21:52:17 +01:00
Christoph Oelckers
a0fa0560d4 - removed in_mousedeadzone CVAR. 2020-01-29 21:51:57 +01:00
Christoph Oelckers
68dc8d1812 - remove in_mousedeadzone, mirroring EDuke's removal of this. 2020-01-29 21:06:47 +01:00
terminx
8aee2f9489 Calculate game loop timing using fractional ticks
git-svn-id: https://svn.eduke32.com/eduke32@8572 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:36:55 +01:00
terminx
af816fdf00 This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
git-svn-id: https://svn.eduke32.com/eduke32@8568 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:35:34 +01:00
terminx
102c7a6293 Remove useless G_MoveLoop() function
git-svn-id: https://svn.eduke32.com/eduke32@8563 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/game.cpp
2020-01-29 19:22:40 +01:00
terminx
541c71902b ClockTicks maintenance
git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
0fcdf3c1af Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
git-svn-id: https://svn.eduke32.com/eduke32@8560 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:20:45 +01:00
terminx
8543f476d7 Ion Fury compatibility improvements
git-svn-id: https://svn.eduke32.com/eduke32@8559 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/game.cpp
2020-01-29 19:20:35 +01:00
terminx
eee0509856 Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
git-svn-id: https://svn.eduke32.com/eduke32@8558 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:18:26 +01:00
terminx
6836faee07 Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
terminx
aebc2632f3 Bail out of A_MoveSpriteClipdist() early if passed no velocity
git-svn-id: https://svn.eduke32.com/eduke32@8546 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:15 +01:00
terminx
470e9afe22 Macro safety
git-svn-id: https://svn.eduke32.com/eduke32@8545 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:02 +01:00
terminx
d0640618fd Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.

git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
terminx
5bd62f666e Add "maxhealth" console command to set the player's maximum health
git-svn-id: https://svn.eduke32.com/eduke32@8542 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:10:09 +01:00
terminx
92a6178429 Fix forward movement with the mouse when mouse aiming is disabled
This was missed back when input between the x and y axes was normalized to use the same scale.

git-svn-id: https://svn.eduke32.com/eduke32@8541 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:48 +01:00
terminx
e4add4956b Factor conditions for locking player movement out into new P_CheckLockedMovement() function
git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx
9e86e83da8 Use ClockTicks class for the timer values saved and restored when creating a savegame
git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers
a32da009bd - moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer. 2020-01-29 19:06:26 +01:00
alexey.lysiuk
9dd3213393 - fixed path traversal on POSIX platforms 2020-01-29 11:41:23 +02:00
alexey.lysiuk
93fb98413e - fixed compilation with GCC and Clang
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617 Move a few more vars to engine.cpp 2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34 Move engine variables not managed by polymost.cpp to engine.cpp 2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f Set functions and variables that can be static to be static 2020-01-28 22:21:53 +01:00
Christoph Oelckers
9b88d41169 - fixed compile errors. 2020-01-28 21:44:39 +01:00
Christoph Oelckers
e119dc841b - fixed setup of hires textures.
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
08ec38ce75 - fixed some missing menu texts. 2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe - rewrite of tileCopySection 2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969 - removed the Build color matching code
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
alexey.lysiuk
c0bd8f80e7 - configured use of libvpx for all platforms
MSVC uses libvpx stored in the repository if lookup for external headers and libraries failed
2020-01-28 11:04:48 +02:00
alexey.lysiuk
d56fb25975 - fixed compilation of POSIX targets
source/common/music/music.cpp:118:52: error: call of overloaded ‘FString(FName&)’ is ambiguous
    source/common/utility/zstring.h:133:2: note: candidate: FString::FString(char)
    source/common/utility/zstring.h:131:2: note: candidate: FString::FString(const char*)
2020-01-28 11:00:25 +02:00
Rachael Alexanderson
212cfde186 - add levelwarp cheat to Redneck and Duke 2020-01-27 22:29:47 -05:00
Rachael Alexanderson
999986e6cd - replace Linux xpm icon, even though it doesn't seem like it's ever being used 2020-01-27 21:31:08 -05:00
Christoph Oelckers
6f396ae368 0.3.2 2020-01-28 00:05:10 +01:00
Christoph Oelckers
9ca1e56713 - added extended sound lookup as well plus menu options. 2020-01-27 22:29:45 +01:00
Christoph Oelckers
67a0954c32 - fixed option menu positioning. 2020-01-27 22:29:00 +01:00
Christoph Oelckers
ab5bc0e435 - more reworking of music lookup.
extended lookup now also supports looking for substitutions inside the file system.
2020-01-27 21:39:15 +01:00
Christoph Oelckers
5de7fbca37 - consolidation of music lookup code for user maps. 2020-01-27 20:53:41 +01:00
alexey.lysiuk
5510df77be - streamlined CMake configuration of game libraries
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson
1c8c2543cb - fixed: Shadow Warrior: End sequence was still 'hung' 2020-01-27 11:11:21 -05:00
Rachael Alexanderson
a2b7aa18d1 - fixed - menudef was not detecting properly the presence of OpenAL 2020-01-26 18:42:52 -05:00
Christoph Oelckers
6f3bbcba46 - fixed the demo setup for Blood.
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
d73f0c7b8f - fixed the merge 2020-01-26 21:01:22 +01:00
Christoph Oelckers
1ba5eaa281 - reactivate the #ifdef'd stuff in the project 2020-01-26 20:28:34 +01:00
NoOneBlood
0693b0efc8 - Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
and changes that was required to minimize their amount in code.

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/db.cpp
#	source/blood/src/db.h
#	source/blood/src/dude.h
#	source/blood/src/gameutil.cpp
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
nukeykt
5db1f95b29 Prevent OOB issues in old pushmove 2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847 More faithful old pushmove implementation
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
alexey.lysiuk
2f4078d99e - fixed rendering on macOS
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
alexey.lysiuk
687573d4c5 - fixed crash during initialization in Cocoa backend 2020-01-26 16:41:52 +02:00
alexey.lysiuk
3b71e8090f - added POSIX source files to generated projects 2020-01-26 16:40:43 +02:00
alexey.lysiuk
e7b013e201 - setup icon for macOS application bundle 2020-01-26 16:39:10 +02:00
alexey.lysiuk
52916e5f55 - disabled mandatory code signing by Xcode 2020-01-26 16:38:13 +02:00
Christoph Oelckers
43f48a10dd - partial fix for the broken sky in E3M2 of Blood. 2020-01-26 13:45:33 +01:00
Christoph Oelckers
4c6265e246 - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
Christoph Oelckers
00da92377a - clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque. 2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147 - use Pal_2D for Duke's title screen.
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
3be4364d6e - fixed file checks for Blood cutscenes.
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers
245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers
51d5236216 - made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'. 2020-01-25 20:21:49 +01:00
Christoph Oelckers
be0242e919 - use correct indices for the palette tester CVARs. 2020-01-25 19:10:05 +01:00
Christoph Oelckers
99c4b6b6d7 - don't let environmental palettes (like underwater) affect the HUD and menu. 2020-01-25 18:48:48 +01:00
Rachael Alexanderson
3d84384678 - Blood: add levelwarp 'e' 'm' cheat 2020-01-25 11:10:16 -05:00
Christoph Oelckers
8f41964f56 - fixed handling of statistics data.
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
7765fa45cd - Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker 2020-01-25 10:36:18 -05:00
Christoph Oelckers
c0b18d0356 - fixed weapon projection being broken after saving in Blood.
A classic case of having a function which performs too many different tasks.
2020-01-25 15:27:46 +01:00
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