Commit Graph

390 Commits

Author SHA1 Message Date
Christoph Oelckers 218a9c84fd - removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved. 2020-07-27 19:38:41 +02:00
Christoph Oelckers f9d48e1f68 - removed all the intermediate variables for the status bar size.
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers 6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers 55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers 99161e2e4a - made ps an array of player_struct like it originally was. 2020-07-15 00:26:58 +02:00
Christoph Oelckers 2fd2ad2212 - sky code cleanup and transitioning of Duke's. 2020-07-15 00:06:19 +02:00
Christoph Oelckers 5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers 1a0b388570 - removed a few tabledivide uses in the game modules 2020-07-14 14:08:59 +02:00
Christoph Oelckers aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers 2e05ff532b - got rid of the struct trackers.
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers 34874d1a21 - migrated displayrest and took the opportunity to un-fuck the palette management. 2020-07-07 04:54:12 +02:00
Christoph Oelckers 8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Mitchell Richters c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Christoph Oelckers 43f899f2ce - Do not start multiple instances of the same sound on the same source in Exhumed.
From the looks of it the engine calls the sound function repeatedly while the sound plays to perform distance checks.
With the OpenAL backend these checks are totally unnecessary and shouldn't do anything.
2020-06-24 22:02:23 +02:00
Mitchell Richters 8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Christoph Oelckers 990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Mitchell Richters 3325ef272e - make r_ambientlight work globally for all games by performing adjustment engine-side. 2020-06-21 10:12:54 +02:00
Christoph Oelckers 550576d94d - allow skipping the Exhumed logos. 2020-06-17 17:10:31 +02:00
Christoph Oelckers b9a567463c - fixed compile error. 2020-06-17 12:26:06 +02:00
Richard C. Gobeille 9a2c2d5a98 exhumed: fix overflow in feebtag() 2020-06-17 12:26:06 +02:00
sirlemonhead d2806393bb PCExhumed: Add code to draw serpent cam status text on screen
# Conflicts:
#	source/exhumed/src/sound.cpp
#	source/exhumed/src/status.h
2020-06-17 12:26:06 +02:00
sirlemonhead 9df13d0dfe PCExhumed: Don't restore mid level save point if re-entering a just completed level 2020-06-17 12:26:05 +02:00
sirlemonhead 2e514e539e PCExhumed: Fix cheat messages 2020-06-17 12:26:05 +02:00
Christoph Oelckers 2c2b871083 - fixed texture validation checks. 2020-06-17 12:26:02 +02:00
Christoph Oelckers 946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers 35471ce7e2 - clear the screen for Exhumed's logos. 2020-06-13 00:08:47 +02:00
Christoph Oelckers ee98db589f - fixed the Exhumed startup to do proper fading of the publisher logos, which PCExhumed only implemented for the software renderer.
Made it faster than PCExhumed, though
2020-06-12 23:06:11 +02:00
Christoph Oelckers 1311db9ac9 - changed all places clearing the screen in 2D display code to use the 2D drawer's ClearScreen method. 2020-06-12 20:52:01 +02:00
Christoph Oelckers 4f0e3adfbb - removed pointless constexpr declaration on numeric constants. 2020-06-12 16:49:35 +02:00
Mitchell Richters d79a5d256d - fix joystick scaling for all games.
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
Christoph Oelckers f159496f6e - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers cf6855904d - took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers 68c97e3c25 Merge branch 'master' of https://github.com/coelckers/Raze
# Conflicts:
#	source/core/gamecontrol.h
#	source/duke3d/src/game.cpp
#	source/exhumed/src/exhumed.cpp
#	source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters ce48f081fc Exhumed: Amend how game pauses. 2020-05-31 23:19:54 +02:00
Christoph Oelckers efa1cd3048 - moved video files to 'common'.
# Conflicts:
#	source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers 1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +02:00
sirlemonhead 86f2a7a578 PCExhumed: MoveSector() updates player position variables. Fixes #366 2020-05-30 23:34:26 +02:00
Christoph Oelckers a3e6829817 - fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets. 2020-05-27 23:30:36 +02:00
Christoph Oelckers 193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers 29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers 55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers 266364fc2e - properly implement texture offsets 2020-05-24 13:26:45 +02:00
Christoph Oelckers 498b19873d - split up textures.h. 2020-05-24 07:58:56 +02:00
Christoph Oelckers f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers c1f7cf1c3a - added DObject as a preparation for the ZScript compiler. Currently large parts are disabled because the backing features are not present yet.
# Conflicts:
#	source/CMakeLists.txt
2020-05-23 22:43:01 +02:00