alexey.lysiuk
555007539d
- eliminate dependency on linking order for autosegs registration
...
This fixes #164
2020-11-13 09:41:58 +01:00
Mitchell Richters
7673766d19
- Duke: Apply same zvel fix from 13839fc3e9
to shootgrowspark()
that was accidentally changed in f276a5f443
. I don't believe this to be an issue in any other spot for Duke.
2020-11-13 10:02:12 +11:00
Christoph Oelckers
483e0b6574
- fixed voxel rendering in palette emulation mode.
...
The recent changes for replacing fonts with hires versions made the paletted handling kick in, although the voxel textures are not suitable for that.
Fixes #178
2020-11-12 19:26:16 +01:00
Christoph Oelckers
f9a776e71c
- iterate linearly over sector effectors.
...
Apparently they aren't all properly linked into the required statnums.
Fixes #179
2020-11-12 19:12:58 +01:00
alexey.lysiuk
50beb113ff
- extended continuous integration targets
2020-11-12 15:48:51 +02:00
Mitchell Richters
735d89bfb6
- SW: Ensure save code backs up crouch_toggle
and player's current input.
...
* Fixes #166 .
2020-11-12 23:31:32 +11:00
Mitchell Richters
70b75f72b5
- Duke: Fix issues with crane angle adjustment in movecrane()
following changes in fca846272e
.
...
* Fixes #170 .
2020-11-12 23:21:03 +11:00
Mitchell Richters
13839fc3e9
- Duke: Fix shootstuff()
zvel calculation error following changes in badf536fef
.
...
* Fixes #177 .
2020-11-12 22:07:16 +11:00
alexey.lysiuk
6b12514a29
- fixed compilation with MSVC 14.28.29333 from VS2019 16.8.0
...
This fixes #175
include\algorithm(7419,1): error C2678: binary '=': no operator found which takes a left-hand operand of type 'const T' (or there is no acceptable conversion) (compiling source file source\common\scripting\jit\jit.cpp)
include\algorithm(7419,17): error C3892: '_First': you cannot assign to a variable that is const (compiling source file source\core\searchpaths.cpp)
2020-11-12 11:38:53 +02:00
Mitchell Richters
4dc1797345
- Duke: Reset p->dead_flag
when enabling the god cheat as per original behaviour.
...
* Fixes #172 .
2020-11-12 18:21:42 +11:00
Christoph Oelckers
2ee18b3a11
- fixed voxel rendering.
2020-11-11 20:31:27 +01:00
sinisterseed
a7dd547dc1
- fixed some typos in SW's digi.h file.
2020-11-11 17:45:01 +02:00
sinisterseed
9e0e3c649c
- marked a missed Wang speech line.
...
Sneaky one no less, took a while to find... (this was still playing on WT's Skyline when Wang was jumping between rooftops).
2020-11-11 17:37:21 +02:00
Christoph Oelckers
4bded16b09
- removed leftover Polymer checks.
2020-11-11 13:03:47 +01:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
...
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
85edf38eba
- do not grayscale all hires tinting.
2020-11-11 07:57:25 +01:00
Christoph Oelckers
e2b6ebec91
- partially fixed colorization for hires replacements.
2020-11-10 23:59:04 +01:00
Christoph Oelckers
3558289d70
- give forward declared enum a type.
2020-11-10 21:44:15 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
8ac6a4d321
- removed redundant declaration of PickTexture.
2020-11-10 20:30:37 +01:00
Christoph Oelckers
873f4d7c0c
- link hires replacements to textures instead of tile numbers.
...
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
8c241afc40
- undid texture substitution in 2D code.
2020-11-10 10:08:17 +01:00
Christoph Oelckers
40358febc1
- changed render interface to resolve textures to materials in the backend.
...
This is needed to have a unified spot where to resolve textures for both 2D and 3D.
2020-11-10 09:08:48 +01:00
Christoph Oelckers
601680d08e
- moved widthBits and heightBits into engine.
...
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
51115e75df
- avoid using widthBits and heightBits outside of engine code.
2020-11-09 20:51:30 +01:00
Christoph Oelckers
f24786af71
- Exhumed: Use 0 as transparent color index for the energy tile.
2020-11-09 19:16:43 +01:00
Christoph Oelckers
a35adc45c2
- use correct CVAR for menu's statusbar scale setting.
...
Fixes #169
2020-11-09 17:23:58 +01:00
Christoph Oelckers
918425469a
- fixed crosshair setup.
...
Fixes #168
2020-11-09 17:20:14 +01:00
Christoph Oelckers
61b42ea448
- fixed font color in SW's menus
...
fixes #165
2020-11-09 16:56:59 +01:00
Christoph Oelckers
aed8a450fd
- SW: fixed episode menu display.
...
The subtitle needs to use the game specific drawer, not the generic one.
Fixes #162
2020-11-08 10:12:12 +01:00
Christoph Oelckers
8a4b2e792e
- set a default font for list menus.
2020-11-08 10:11:00 +01:00
Christoph Oelckers
40a9a4c86d
- removed redundant local variable in SW status bar code.
2020-11-08 09:12:15 +01:00
alexey.lysiuk
7f0d94798d
- fail CMake configuration process if libvpx was not found
...
This helps to avoid #160
2020-11-08 10:00:20 +02:00
Mitchell Richters
9e026d5042
- Exhumed: Partially address issues with LEV20 energy towers in #159 .
2020-11-08 12:48:23 +11:00
Mitchell Richters
8178d20f97
- c_notifybuffer.cpp: Center and pulse text for all RR games in DrawNative()
.
...
* Fixes #163 .
2020-11-08 10:39:45 +11:00
Mitchell Richters
f9f365a593
- Ensure crouch_toggle
bool from 6e3d414b3c
is serialised when saving game, and cleared when InputState::ClearAllInput()
is called.
2020-11-08 07:30:48 +11:00
Christoph Oelckers
59c72c923e
- added null pointer checks to locked door sound checks in RR.
...
This originally accessed undefined memory when no sprite was involved.
Fixes #157
2020-11-07 10:25:41 +01:00
Christoph Oelckers
976675c816
- added some helper code to deal with the fact that the sound system still needs to operate on sprites.
2020-11-07 10:25:40 +01:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
a153ebab7e
- SW: Migrate crouch toggling to backend solution implemented in 4ef0d20e0e
.
2020-11-07 17:53:11 +11:00
Mitchell Richters
01c494e29d
- Blood: Don't let Caleb's voice overlap if spamming the use key on a locked door.
...
* Fixes #113 .
2020-11-07 15:13:45 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
032db82f82
- Exhumed: Add crouch toggle mechanism.
2020-11-07 13:27:58 +11:00
Mitchell Richters
7c8efde38c
- Blood: Add crouch toggle mechanism.
...
* Fixes #151 .
2020-11-07 13:23:16 +11:00
Mitchell Richters
a52ee89969
- Duke/RR: Add scaling to mouse input within motoApplyTurn()
and boatApplyTurn()
.
2020-11-07 09:56:57 +11:00
Mitchell Richters
f0b9029726
- Duke/RR: Fix incorrect boolean used in boatApplyTurn()
when implementing fcc2521347bb528d7a5bcd3996c509db85e993f0.
2020-11-07 09:56:57 +11:00
Mitchell Richters
74dfbfe6f8
- Duke/RR: Ensure p->vehForwardScale
/p->vehReverseScale
can only be a maximum of 1. Controller input with high sensitivity could effectively turbo-charge the bike ;)
2020-11-07 09:56:57 +11:00
Mitchell Richters
466bc84697
- Duke/RR: Completely revamped vehicle mouse/controller input.
...
* Original algorithm now used purely for keyboard input only.
* Mouse and controller input is no longer a scaled double version of the keyboard input.
* Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
* Controller input is base angle adjustment (20) multiplied by itself.
* Renamed `turnl`/`turnr` variables to `kbdLeft`/`kbdRight` respectively.
* Fixed issue where `p->TiltStatus` wasn't being backed up in `boatApplyTurn()`.
2020-11-07 09:56:57 +11:00