Commit Graph

12131 Commits

Author SHA1 Message Date
Christoph Oelckers d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers 52cbb5c9dc - implemented reloading from the last saved game, like in GZDoom.
Fixes #352
2020-09-10 22:45:42 +02:00
Christoph Oelckers f829bc96c8 - Duke: Fixed E5L4's sky 2020-09-10 22:06:43 +02:00
Christoph Oelckers f4bd30b972 - Duke: Fixed noclip cheat message. 2020-09-10 21:50:22 +02:00
Christoph Oelckers 9ce8202eb1 - Duke: Added a file check for the map to be entered when ending a level.
World Tour contains a map definition for E5L9 but no map for it.
2020-09-10 21:39:52 +02:00
Christoph Oelckers 59eb923c11 - fixed replacement of hires textures.
Fixes #107
2020-09-10 20:52:40 +02:00
Christoph Oelckers 41a2a63efd - moved the VP8 decoding loop into the movie player class and got rid of animvpx.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers ef5ac2319e - migrated SW's info script parser to sc_man. 2020-09-10 17:46:54 +02:00
Mitchell Richters baeea5bf3c - SW: Fix angle speed while walking on sector objects like the bus in Seppuku Station.
* `playerSetAngle()` is too rigid since it continually sets angle until target reached, causing sluggish input. We only need to add a delta here.
2020-09-10 23:12:51 +10:00
Mitchell Richters 19fd0331d4 - SW: Interpolate vehicle sector objects for now, until something better can be determined. 2020-09-10 20:47:41 +10:00
Mitchell Richters 3df0d40312 - SW: Fix stupid issue with `playerSetAngle()` and tweak how `angTarget`/`horizTarget` is determined to have been met. 2020-09-10 20:26:19 +10:00
Mitchell Richters be6e0d87d7 Revert "- SW: Attempt at making vehicle movement work nicely while uninterpolated."
This reverts commit 28a3ef131f.

I mostly added this to visualise an attempt at how I've attempted to make the vehicles work with unsynchronised input. I don't wish for this to be committed to the main branch as it's a net negative.
2020-09-10 19:56:13 +10:00
Christoph Oelckers 83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers 0c55c61b17 - SW load screen setup. 2020-09-09 23:10:18 +02:00
Christoph Oelckers b52a2b0d9a - set up the loadscreen code.
This isn't active, though, because load times are so short these days that all this results in is an irritating screen flash before the level starts.
It may be activated later when hires assets are in use.

Fixes #10 (or not...? ;) )
2020-09-09 22:42:01 +02:00
Christoph Oelckers 093d991bff - fixed quicksave rotation count in menu
Fixes #382
2020-09-09 20:57:15 +02:00
Mitchell Richters 6570366a97 - Duke: Fix camera interpolations following uplift in 9615308fb3. 2020-09-09 20:46:17 +02:00
Christoph Oelckers 2ffb6a3580 - finally got rid of SWBOOL. 2020-09-09 20:32:24 +02:00
Christoph Oelckers e044582aef - fixed all issues with SWBOOL as pointed out by a type-safe wrapper class. 2020-09-09 20:28:05 +02:00
Christoph Oelckers 1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Mitchell Richters b2272bd377 SW: Partially revert 73d0772e87 and do in a way that's more fidele to the original workflow. 2020-09-09 23:01:37 +10:00
Mitchell Richters 28a3ef131f - SW: Attempt at making vehicle movement work nicely while uninterpolated. 2020-09-09 22:45:21 +10:00
Mitchell Richters e24521b189 - SW: Uplift `playerSetHoriz()` similar to uplift to `playerSetAngle()` in b832442e31. 2020-09-09 22:04:59 +10:00
Mitchell Richters b832442e31 - SW: New implementation of `playerSetAngle()` that works better for intended purpose. This corrects the issues with angle not being quite right when getting onto a ladder. 2020-09-09 21:29:03 +10:00
Mitchell Richters ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
Christoph Oelckers d6c6561309 - that was for testing only. 2020-09-09 00:01:14 +02:00
Christoph Oelckers 9615308fb3 - Duke: fixed camera views glitching when changing their targets.
A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change.

Fixes #15
2020-09-08 23:47:30 +02:00
Christoph Oelckers cef1f8275b - fixed backing off of monitor screens.
Although this is a blocking condition, it must not neutralize movement because it is needed to move away from the screen and end the camera view.
2020-09-08 23:09:40 +02:00
Christoph Oelckers 2fc058e487 - don't autosave just after starting a new game. 2020-09-08 23:00:31 +02:00
Mitchell Richters b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers f15657cc6d - fixed missing widescreen sprite for shrinker/grower and bad light level for the incinerator.
Fixes #380
2020-09-08 22:50:38 +02:00
Christoph Oelckers d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers 5490be4f71 - draw a player sprite on Exhumed's automap.
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
2020-09-08 21:41:02 +02:00
Christoph Oelckers 4ce6f42932 - new fullscreen HUD for Exhumed. Except for the ammo icons this should be complete.
Fixes #374
2020-09-08 21:00:47 +02:00
Christoph Oelckers 5d7a51df9d - use a local bit array in Blood's precacher. 2020-09-08 19:18:11 +02:00
Christoph Oelckers 298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers 5524d8eab7 - credits updated to the current state of things. 2020-09-08 18:36:47 +02:00
Christoph Oelckers 5d01be8258 - fixed incorrect panning setup for WASD 2020-09-08 18:35:21 +02:00
Christoph Oelckers 8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers 378846c7bd - Exhumed: Replaced all checks for multiplayer levels with a single bool
This should make refactoring easier later.
2020-09-08 18:07:52 +02:00
Christoph Oelckers dbcbdf2bc6 - moved RR's pee key binding to the proper menu 2020-09-08 18:07:06 +02:00
Mitchell Richters 48630914b1 - SW: Remove boat code from new input code for cleanliness. 2020-09-09 00:34:51 +10:00
Christoph Oelckers d1f1bf2ae1 - fixed icorrect validation of give ccmd
Fixes #379
2020-09-08 16:18:17 +02:00
Mitchell Richters 1e3199413c - SW: Rename all Tank-related function code to Vehicle. 2020-09-08 21:54:48 +10:00
Mitchell Richters 8625ac573d - SW: Comment out all boat code, it's actually not used within the game at all and was very confusing... 2020-09-08 21:40:20 +10:00
Mitchell Richters cb7e797842 - SW: Partially revert changes from df0331a4c3. 2020-09-08 20:48:01 +10:00
Mitchell Richters 73d0772e87 - SW: Call `DoPlayerMoveTurret()` in `processMovement()` in lieu of `DoPlayerTurnTurret()` and don't interpolate sector object's sprite while `!cl_syncinput`.
* Makes operating the tank silky smooth while unsynchronised.
2020-09-08 19:42:22 +10:00
Mitchell Richters c00217163b - SW: Fix turret sound with unsynchronised input. 2020-09-08 19:38:32 +10:00
Mitchell Richters cda79496ce - SW: Fix `DoPlayerDeathHoriz()` with unsynchronised input. 2020-09-08 18:12:45 +10:00