Commit graph

10757 commits

Author SHA1 Message Date
Mitchell Richters
d80a32d379 - fix render visibility calculation following changes in 0bd460d9e3.
* Output from PrintVis() in 9dfd3ddd02 showed resulting global visibility as 0.078125.
* Following 0bd460d9e3, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
2020-06-21 10:12:54 +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
e29eb5bbed - added some ZScript basics.
This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
7edcd3125a - fixed music setup for Duke3D.
The parser prepends a '/' to the names which needs to be removed when looking up the music.
2020-06-20 09:38:30 +02:00
Christoph Oelckers
550576d94d - allow skipping the Exhumed logos. 2020-06-17 17:10:31 +02:00
Richard C. Gobeille
d28929c437 engine: add klabs() back into ksqrtasm_old() 2020-06-17 17:10:11 +02:00
Dino Bollinger
ba4eb3f906 Fix crash during demo playback caused by a mistake in 5132b41f 2020-06-17 17:10:11 +02:00
Dino Bollinger
a5085c3631 Expose newgamecustom menu and submenu index to CON (read-only).
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
2020-06-17 17:10:11 +02:00
Dino Bollinger
79d3a36106 Duke3D: Fix frozen players floating in mid-air 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
3c6adcd10b RR: fix player still being able to look around while frozen
Replicates changes to Duke3D code from f408c5a8d4763ef905c81d870ab53d74fa5be015.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
815df3ed38 Duke3d: fix player still being able to look around while frozen 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
e641c82cdc RR: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Replicates changes to Duke3D code from 5e4fd35738.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
47c16e4872 RR: fix issue with player movement not being locked when crushing shrunken enemies
Replicates changes to Duke3D code from f5aa302475.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
0822195ba2 RR: fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Replicates changes to Duke3D code from c30b21dcdc7dfbcd400abe0fad204f1c0bacdba1.
2020-06-17 17:10:11 +02:00
Mitchell Richters
db5a4b49eb - Duke3D: Fix issues caused from cherry pick from upstream.
This change from a5c9a702e9 needs to be dropped due to how we're handling one_eighty_count as per 2129d3b4e7.
2020-06-17 17:10:11 +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
nukeykt
22e0c4d9ae Rednukem: fix longstanding bug with unfrozen GREENSLIME
Backported from eduke32
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
Dino Bollinger
54ce1b5c06 Fix minor memory leak in Net_Connect()
# Conflicts:
#	source/duke3d/src/network.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4128fd62c7 engine: set g_loadedMapVersion in engineLoadBoardV5V6()
# Conflicts:
#	source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4e9144dd20 Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
54d9a1a711 Duke3d: add some labels for the different GREENSLIME states 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
5574f0bd74 Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
39b1c3cee9 Duke3d: fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
575541e32c engine: update libdivide 2020-06-17 12:26:03 +02:00
Richard C. Gobeille
1cab7b9765 engine: add divideu64()/divideu64_noinline() 2020-06-17 12:26:03 +02:00
Dino Bollinger
d3b6991846 Duke3D: This should fix players being able to superjump out of water 2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765 Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
28911435d9 Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
a5c9a702e9 Duke3d: fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.

# Conflicts:
#	source/duke3d/src/actors.cpp
#	source/duke3d/src/game.cpp
#	source/duke3d/src/premap.cpp
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
f5aa302475 Duke3d: fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
5e4fd35738 Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
2c2b871083 - fixed texture validation checks. 2020-06-17 12:26:02 +02:00
Christoph Oelckers
95b4340eec - initial palette shader work. 2020-06-17 12:26:01 +02:00
Christoph Oelckers
b753ea5db7 - preparations for passing palette lookup textures through the low level texture code. 2020-06-17 12:26:01 +02:00
nukeykt
b907791558 Blood: input code improvements
Repairs interpolation issues introduced in 96c9ca657e as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Rachael Alexanderson
6fdc11d608 - Raze is not GZDoom. Changed to something more generic. (Will do the same update to GZDoom) 2020-06-16 08:01:37 -04:00
Christoph Oelckers
2a29dbf793 - use backend independent code to render the camera textures. 2020-06-14 21:57:21 +02:00
Christoph Oelckers
d4b32bf79f - fully synchronized the backend code with GZDoom.
The camera texture code couldn't be done earlier.
2020-06-14 21:13:22 +02:00
Christoph Oelckers
5effc95ae1 - updated startup dialog and fixed multisampling not active in the 3D scene. 2020-06-14 20:59:26 +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
edd9f1773b - added the entry point for the ZScript compiler. 2020-06-14 19:20:04 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Mitchell Richters
7b3ad35cc2 - Duke3D & RR: Always process cheats even while paused.
* Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=68961
2020-06-13 17:53:29 +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
67b1963e7c - fixed render state management.
There are effectively two states - the one in the backend and a local one in the drawer for the render list which is supposed to eliminate some of the more costly repeated calls.
This higher level state was cached globally, which did not work anymore because the real render state could be changed elsewhere without this code realizing it.
All this means that the render list drawer must create a new state cache for each call and also must apply its current pending render state before leaving to ensure that everything is properly reset.
2020-06-12 22:32:49 +02:00