Commit Graph

273 Commits

Author SHA1 Message Date
Christoph Oelckers bbd5c0ac8b - transitioned voxel rendering to use the backend's implementation. 2021-03-02 17:10:34 +01:00
Mitchell Richters ba57429ac6 - Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00
Christoph Oelckers 0f3da7194a - actually compile the game code as larger units and integrate them in the main project.
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Rachael Alexanderson fc7dada764 - sync from gzdoom 2021-01-02 07:52:59 -05:00
Rachael Alexanderson 0c71cc4b38 - allow use of external libvpx library on windows 2020-12-13 02:30:26 -05:00
Rachael Alexanderson 218b0cfb03 - syncing these files over from GZDoom
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers 357199ecc1 - cross-game, serialization-friendly and pointer free interpolation implementation.
Not hooked up yet.
2020-11-26 18:32:35 +01:00
Christoph Oelckers d089aa8d2e - moved Blood's and Exhumed's d_menu.cpp back into the gameprojects
With the new autoseg code this separation is not needed anymore.
2020-11-13 11:25:43 +01:00
alexey.lysiuk 555007539d - eliminate dependency on linking order for autosegs registration
This fixes #164
2020-11-13 09:41:58 +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
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
Christoph Oelckers 7de6528a1f - the status bars work as objects.
# Conflicts:
#	source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers 3a0c84d3ca - split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers 74df8f55da - moved c_console.cpp to 'common'. 2020-10-25 13:26:40 +01:00
Christoph Oelckers 8d3585afe1 - console cleanup.
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers 1757ef2aa6 - split the game input code off gamecontrol.cpp into its own file. 2020-10-11 16:33:43 +02:00
Christoph Oelckers ca288d08f4 - compile all files with script exports in the main project.
This hopefully gets around the failure to find these on on-Windows Builds.
2020-10-11 07:40:11 +02:00
Christoph Oelckers 820b37721b - moved tab completion code into 'common' as well. 2020-10-11 00:08:07 +02:00
Christoph Oelckers 2d8bcd06fd - added the player display for Duke.
This completes the menu transition.
2020-10-09 01:09:51 +02:00
Christoph Oelckers 2bb38f7d67 - get load and save game menus and related CCMDs working again. 2020-10-07 18:32:57 +02:00
Christoph Oelckers 4d712cd5a0 - date code from GZDoom. 2020-10-05 20:28:19 +02:00
Christoph Oelckers f233345ba1 - move most of the menu code into the backend. 2020-10-04 21:57:35 +02:00
Christoph Oelckers b0301d6fc9 - progress. 2020-10-04 20:11:04 +02:00
Christoph Oelckers 0b9c6fe559 - added GZDoom's menu script code. 2020-10-04 20:11:03 +02:00
Christoph Oelckers 82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers f8ae35f8a5 - macOS backend update, plus moving base64.cpp around. 2020-09-27 16:12:50 +02:00
sinisterseed 0aa6b99287 - CMakeLists.txt fixes
Corrected some typos in the file.
2020-09-22 23:24:39 +02:00
Christoph Oelckers 880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers c1a8d55d24 - removed Softpoly from the startup screen and its enabling define in the project.
Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
2020-09-20 21:15:16 +02:00
Christoph Oelckers a27211dc34 - added support for SSI containers to the file system. 2020-09-19 10:07:53 +02:00
Christoph Oelckers 09a6534270 - redid scriptfile as a wrapper around FScanner
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +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 809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Christoph Oelckers 66bf8113b8 - implemented the 'god' cheat as a network command.
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Mitchell Richters 1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers d49aedacea - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00
Christoph Oelckers c0ebe3e08b - hooked up ZDoom's d_net.cpp file.
Still not active but this contains some code needed to do a proper main loop that can work with the networker.
2020-08-29 23:24:18 +02:00
Mitchell Richters 1c8b0a20fb - Build: Remove all timer code. 2020-08-26 09:49:40 +10:00
Christoph Oelckers 0036402be8 - removed most of the network code in Blood.
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers 928a16983d - adapted the MVE player.
Video appears to work, but has quite severe artifacting  I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Christoph Oelckers 05abc262ba - removed libdivide for good and the unused C++ wrapper for fix16 along with it. 2020-07-14 20:57:42 +02:00
Christoph Oelckers 2f3d405f8b - moved getatoken to scriptfile.cpp so common.cpp could be removed. 2020-07-14 19:51:54 +02:00
Christoph Oelckers 19ef0cd295 - removed screentext and reverted Blood to its original text output. 2020-07-14 15:25:35 +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 f307b2a954 - removed the old Duke and RR subprojects.
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers 6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers dbd3202433 - simplified the generic cheat code.
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00