Christoph Oelckers
572f45ca53
- delete lines in proper order when eliminating a pair.
...
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042
- PlayMusic script function.
2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597
- halt the game timer when setting up a cutscene and when starting movie playback.
...
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77
- fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
...
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830
Fix off-by-one error in group search
...
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768
Resolve raze.pk3 via search paths
...
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Brian Koropoff
e4e949877d
Fix buffer overflow at maploader.cpp:392
2021-05-22 22:31:16 +02:00
Christoph Oelckers
b899b63843
- Raze must still use zmusiclite due to license restrictions... :(
...
This was a copy/paste error when cleaning up some things in the project file.
2021-05-22 19:23:47 +02:00
Christoph Oelckers
0c6e2f0c9e
- silenced some warnings.
2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
6ae09f8ec9
- ported Doom's type-on text screens as a screen job overlay.
2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044
- ported GZDoom's subtitle drawer to the cutscene framework.
...
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
f69fe334fc
- removed duplicate variable.
2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd
- moved the cutscene core to 'engine'.
...
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
...
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
1dff0502b0
- moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
2021-05-22 01:06:51 +02:00
Christoph Oelckers
16c6e2db05
- silence float truncation warnings for explicit casts.
2021-05-21 21:06:48 +02:00
Christoph Oelckers
4739c71b39
- PNG 16 bit support from GZDoom.
2021-05-21 21:06:11 +02:00
Christoph Oelckers
264d42179e
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
...
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5
- fixed flickering floor sprites.
...
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348
- fixed typo in line segment culler.
2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06
- fixed precision issues with GetClosestPointOnWall for orthogonal lines.
...
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181 ), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2
- fixed bad argument count in ScreenJobRunner.Validate call.
2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827
- fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af
- when using the node builder to triangulate sectors we must delete overlapping walls.
...
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3
- use a higher depth bias for non-orthogonal wall sprites.
...
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839
- removed the indirection for the global arrays.
...
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6
Destroy FStartupScreen before initializing video
...
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9
- re-enable flat sprite rendering.
...
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311
- new renderer: take fog properties for walls and ceilings from the proper elements.
2021-05-20 19:17:21 +02:00
Christoph Oelckers
ec976d9db7
- RR: fixed double negation in pitch math when throwing dynamite.
2021-05-20 19:06:11 +02:00
Christoph Oelckers
e5236d3423
- SW: fixed sector transfers involving a portal for real this time.
...
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Christoph Oelckers
b5358bc03c
- fixed typo in wall sprite offsetting code.
2021-05-20 18:25:19 +02:00
Rachael Alexanderson
a75ed91796
- this crash was handled by nothing more than an assert...
2021-05-20 11:02:11 -04:00
Christoph Oelckers
d4eb54d686
- render free standing wall sprites without depth bias.
...
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
e99567cd70
- fixed bad array of arrays access in sector splitting code.
2021-05-20 00:30:54 +02:00
Christoph Oelckers
5ee4bc5cca
- Blood: handle title screens so that mods changing the original one still display it.
...
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.
This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
5fd41ab910
- new renderer: draw the fog layer for skies.
...
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
1d7f4c1f2b
- SW: fix sector property transfers involving a portal.
2021-05-18 00:26:57 +02:00
Christoph Oelckers
eae97ded1b
- backend update from GZDoom.
2021-05-17 20:33:40 +02:00
Christoph Oelckers
24ce5d6130
- Exhumed: fix animation stopping for inventory torch item.
...
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers
395de23b21
- Exhumed: Don't autoaim backwards.
2021-05-16 19:20:36 +02:00
Christoph Oelckers
5e94eaff8e
- new renderer: handle light level underflows.
2021-05-16 18:50:54 +02:00
Christoph Oelckers
a348508779
- handle the wall sprite clipping properly.
2021-05-16 16:00:00 +02:00
Christoph Oelckers
028a196777
- removed deleted files from project.
2021-05-16 12:32:52 +02:00
Christoph Oelckers
5e57b738d5
- removed redundant menu initializsation in M_StartControlPanel.
...
This was a leftover of early development and is no longer needed.
2021-05-16 12:21:08 +02:00
Christoph Oelckers
5bb438b817
- new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling.
2021-05-16 12:17:26 +02:00
Christoph Oelckers
60fe1d32fb
- Blood: unpositioned sounds must be limited to one per channel.
2021-05-16 11:51:51 +02:00
Christoph Oelckers
98ca5d5db4
- added 'load' and 'save' CCMDs.
2021-05-16 11:24:08 +02:00
Christoph Oelckers
7358f4344f
- pause the game when app is not active.
2021-05-16 10:53:38 +02:00
Christoph Oelckers
f2d75d4146
- made status bar configurable through rmapinfo.
2021-05-16 10:43:47 +02:00
Christoph Oelckers
ee559b7ba9
- removed all leftover parts of the native status bars.
2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b
- fixed SW status bar.
2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46
- scriptified SW's status bar.
...
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628
- removed the native versions of Duke's and RR's status bar.
2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf
- fixed all issues with Duke's/RR's status bar.
2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714
- ported Duke and RR status bars.
...
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
d311792e06
- engine side preparations for Duke Statusbar scriptification.
...
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
845ce63348
- make sure that all objects rendered as shadow reset the object color after the draw call.
2021-05-15 10:40:25 +02:00
Christoph Oelckers
b520d38bc0
- removed the native implementation od Exhumed's status bar.
2021-05-15 10:25:39 +02:00
Christoph Oelckers
663f330684
- fixed GetChunkFrame implementation and one bad GetString call.
...
Exhumed's status bar is fully working with this.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
b71c725e3e
- ported Exhumed's status bar.
...
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424
- status bar interface work.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c716900a3c
- handled the remaining arrays that got accessed by the status bar.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
12b7c73393
- turning some of the player arrays into Player members.
...
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
4e182ea5ee
- Exhumed: made the status bar independent of static global state.
...
It will now perform all state change checks itself
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c9361aff76
- Exhumed: moved nPlayerItem into PlayerList
2021-05-15 10:25:37 +02:00
Christoph Oelckers
71f4946879
- Exhumed: changed lung display as well.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
35c07500c3
-Exhumed: changed key display on status bar to be controlled from the status bar itself.
...
First of 6 externally controlled status bar indicators.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
317238147b
- Blood: fixed scriptified MP statusbar code to the point where it compiles.
...
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
55abb261c6
- this was in the wrong place. :(
2021-05-15 10:25:37 +02:00
Christoph Oelckers
db8572dbcc
- newrenderer: clip wall angles before doing any math with them.
...
In some cases these unclipped ranges ended up in other data structures, causing problems with bunch ordering.
2021-05-14 12:56:37 +02:00
Christoph Oelckers
3d6ae40bc0
- normalize all angles to the actual viewing range in the drawer.
...
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
2021-05-14 10:50:22 +02:00
Christoph Oelckers
5ae1c334fa
- Duke: fixed bad check in 'ifnotmoving' CON command.
2021-05-14 10:03:07 +02:00
Christoph Oelckers
645ea1e1ae
- SW: better handling for bogus ladders.
...
If there is no back sector, use the front sector of the wall as the ladder sector.
This at least fixes the badly defined ladder in Wanton Destruction's first map.
2021-05-13 23:28:29 +02:00
Christoph Oelckers
d14d539144
- fixed issues with MAPINFO parser.
...
These cause problems with map progression, particularly with Exhumed.
2021-05-13 22:49:19 +02:00
Christoph Oelckers
bdfe40af7c
- properly terminate base64 data.
2021-05-13 22:28:36 +02:00
Emile Belanger
a6f62773cb
Give -1 to model light index otherwise mLightIndex in renderstate ends up getting set to 0 which is a valid light index
2021-05-13 10:04:40 +02:00
Christoph Oelckers
e5dd4a8638
- made the scripted version of Blood's status bar functional.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c
- scriptified version of Blood's status bar compiles.
...
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
4ad20e4c00
- more preparations for scriptification of Blood's status bar.
...
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
5859188d3a
- Blood: use names instead of indices to address textures in the status bar drawer.
...
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
acb4830eb5
- ported the BaseStatusBar class to ZScript.
...
Not hooked up yet, but it compiles.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cb2bc7967a
- fixed the remaining warnings.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cf22a70d82
- fixed all warnings in Duke.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
694066c4ec
- fixed all warnings in Exhumed.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
fb21e39de5
- fixed remaining SW warnings.
2021-05-12 21:50:00 +02:00
Christoph Oelckers
1085b0b7a2
- first batch of SW warning fixes.
2021-05-12 21:49:34 +02:00
Christoph Oelckers
3e2cacfaf6
- silenced warnings in Blood.
2021-05-12 21:49:06 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
...
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
783b94f922
- more warning fixes in 'core'.
2021-05-12 21:48:14 +02:00
Christoph Oelckers
1168341d5a
- fixed more warnings in 'core'.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
b6dd834420
- fixed warnings in Build code.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084
- fixed some very noisy warnings in two headers.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
03289f5097
- silenced some warnings.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
fd6dd7f467
- Skip the load screen if the level is started from the console.
...
In this case the load screen is not helpful as it blocks the actual level start, requiring closing and reopening the console first before entering any commands that need the level.
2021-05-12 00:36:04 +02:00
Christoph Oelckers
9dd9dc8efd
- handle savegame loads like GZDoom.
...
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972
- route savegame requests through the newwork, just like GZDoom does.
...
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
4c161ae403
- SW: fixed signed-ness issues with SOP-related angle checks.
2021-05-12 00:10:02 +02:00
Christoph Oelckers
633d205d80
- SW: fixed ammo pickup amount.
2021-05-12 00:01:19 +02:00