Commit graph

1050 commits

Author SHA1 Message Date
nukeykt
bef08f4442 Fix getflor/ceilingofslope_old 2019-11-22 00:10:31 +01:00
nukeykt
6b6ecaf0fa Fix silly typo in cansee 2019-11-22 00:10:30 +01:00
nukeykt
708483ca78 wip 2019-11-21 22:59:46 +01:00
nukeykt
50349a6b3d wip
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
#	source/build/include/build.h
#	source/build/src/palette.cpp
2019-11-21 22:59:33 +01:00
Christoph Oelckers
caa450dcb9 - debugprintf 2019-11-20 20:07:33 +01:00
Christoph Oelckers
6d40c9202c - deleted a batch of code from engine.cpp which is only needed for the assembly drawers. 2019-11-20 19:33:36 +01:00
Rachael Alexanderson
5002dd866c - fix compile on vs2017, change pow2char to static
- include nullptr check for mapname in music.cpp
2019-11-13 16:40:08 -05:00
Christoph Oelckers
74ed8fd1d9 - added GZDoom's statistics code
Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
022c074ece - fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers
79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +01:00
Christoph Oelckers
21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
a1a9770b44 - reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
cae710bd59 - fixed alpha threshold.
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
7e70c217fe - fixed console event processing and added a texture memory calculator. 2019-11-09 23:58:26 +01:00
Christoph Oelckers
39df3d0560 - added 'logfile' CCMD. 2019-11-09 22:27:33 +01:00
Christoph Oelckers
2997bb6292 - the keybinding menu is finally working.
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers
299f596afc - Changed EDuke menu to receive all settings storage locations as CVARs.
With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
0f74a5c3a4 - make the ImGui popup close on request. 2019-11-09 14:05:52 +01:00
Christoph Oelckers
fd4680c347 Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui 2019-11-09 13:42:59 +01:00
Christoph Oelckers
9aa275f996 - got rid of some editor-only code and the entire buildvfs header
Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
2d46827ecc font
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
e4735fdff1 - dead code removal. 2019-11-07 00:49:19 +01:00
Christoph Oelckers
b6a3a60251 - console output is functional. 2019-11-06 23:40:10 +01:00
Christoph Oelckers
5d31119a49 - fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken. 2019-11-06 19:22:14 +01:00
Christoph Oelckers
e87642e197 - cleaned out the remains of the savegame compression hacks
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.

In-stream optional compression is not a good idea anyway, this can and should be done better.

Also: Why  is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00
Christoph Oelckers
341ca9dd3a - removed the EDuke revision data and replaced it with Demolition's own. 2019-11-05 20:48:34 +01:00
Christoph Oelckers
3a0b8364f7 - removed the OSD entirely. 2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208 - removed most of the old OSD's hooks. 2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e - more cleanup of obsolete OSD code. 2019-11-05 20:16:53 +01:00
Christoph Oelckers
a4483f131d - Printf related cleanup. 2019-11-05 20:07:16 +01:00
Christoph Oelckers
d943fe036d - added the ZDoom console and made all needed changes to get it compiled. 2019-11-05 19:57:48 +01:00
Christoph Oelckers
ffa16b2a53 - removed all command related code from the OSD.
None of this was used anymore.
2019-11-05 00:48:27 +01:00
Christoph Oelckers
e37cb782ca - fixed dependency problems with OSD definitions being used in another header. 2019-11-05 00:39:00 +01:00
Christoph Oelckers
5b67d653ed - removed the bind command set from the osdcmd files to make sure that they don't get called anympre. All input should be routed through the new console code now.
# Conflicts:
#	source/blood/src/osdcmd.cpp
#	source/build/src/osd.cpp
#	source/common/console/c_cmdline.h
#	source/common/console/c_dispatch.cpp
#	source/common/console/c_dispatch.h
#	source/duke3d/src/osdcmds.cpp
#	source/rr/src/osdcmds.cpp
2019-11-05 00:22:42 +01:00
Christoph Oelckers
44f81ebd56 - let OSD_Dispatch forward everything to the ZDoom-based command dispatcher.
Essentially making the OSD a dumb terminal. :P
2019-11-05 00:12:20 +01:00
Christoph Oelckers
bbf0a73471 - input works again. 2019-11-04 20:29:07 +01:00
Christoph Oelckers
1ee4efebb0 - fixed compilation. 2019-11-04 17:58:18 +01:00
Christoph Oelckers
e7f4433df6 - consolidation of mouse code and obsolete code removal 2019-11-04 02:07:59 +01:00
Christoph Oelckers
0b6db7eede - cleanup of baselayer.cpp 2019-11-04 01:18:38 +01:00
Christoph Oelckers
4bf6c306ab - added handling for cleariung mouse wheel events 2019-11-04 01:07:34 +01:00
Christoph Oelckers
29b7e1cf79 - moved all mouse button handling to the input state
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers
b4f91de7d3 - major refactoring on the input code.
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.

Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +01:00
Christoph Oelckers
b747df60ee - moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
Sadly there's 1ß00 lines of code using this...
2019-11-04 00:53:55 +01:00
Christoph Oelckers
01d5d51f13 - pass key events to the event queue. 2019-11-03 22:46:01 +01:00
Christoph Oelckers
eb049abc3a - it compiles again (safety commit) 2019-11-03 20:24:50 +01:00
Christoph Oelckers
b179767d4a - do not use the command line but the module filename to create the progdir path.
argv[0] is not guaranteed to contain anything usable and in cmd.exe it doesn't.
2019-11-03 13:39:42 +01:00
Christoph Oelckers
250fa0b847 - consolidation of exit and quit CCMDs. 2019-11-03 13:31:03 +01:00
Christoph Oelckers
3c7151810f - made the game interfaces classes instead of function pointer lists because that is far better at error catching.
- fixed: Blood's monster flag is a 'have_monsters', not 'nomonsters' flag. As a result none were spawned.
2019-11-03 12:32:58 +01:00
Christoph Oelckers
e24b1e8903 - replaced all uses of xxhash with SuperFastHash.
That's one more third party dependency down.
Not only are two hashing algorithms redundant, there was also a large size discrepancy: SuperFastHash is 3 kb of source code while xxhash is 120kb and generally extremely awful code.
It was easy to make a choice here. None of the use cases require this kind of performance tweaking, the longest hashed block of data is a 768 byte palette.
2019-11-02 22:52:13 +01:00
Christoph Oelckers
7853a9db6c - do not use EDuke32's savegame identifiers.
The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +01:00