Christoph Oelckers
60979ee478
- fixed: G_BuildTiccmd needs to clear the command struct.
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This could otherwise pick up some stray data from earlier calls and create bogus input.
Fixes #97
2021-03-15 10:11:49 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
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Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
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The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
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This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
742917c6d7
- re-enabled the autoload-after-death function.
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This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Christoph Oelckers
91e23b3ab5
- Exhumed: play the menu advance sound when starting a game
2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793
- fixed some issues with prematurely terminated sounds.
2020-10-10 12:57:43 +02:00
Christoph Oelckers
19c719db4e
- image scroller is working again.
2020-10-08 22:53:12 +02:00
Christoph Oelckers
a953404331
- SW's text menus done.
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This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
26a31a626d
- option menus are working, although all colors are still wrong and the captions are not displayed.
2020-10-04 21:42:40 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Christoph Oelckers
0ddf53a3ef
Merge branch '0.7'
2020-09-28 21:26:43 +02:00
Christoph Oelckers
47c1c22ff7
- do not stop the music in the cross-game level-end handler.
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Some maps require that it continues playing here.
2020-09-27 20:42:55 +02:00
Christoph Oelckers
af5e3dd1b8
- render backend update from GZDoom, mostly minor stuff.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
89bc194035
- added shareware checks to the "start game" menus.
2020-09-25 19:36:50 +02:00
Christoph Oelckers
d8639a9a64
- fixed bad checks for uncapped frame rate.
2020-09-18 23:18:42 +02:00
Christoph Oelckers
d74d65bece
- clear the 2D drawers in the correct place.
2020-09-15 21:52:02 +02:00
Christoph Oelckers
8babdd6296
- fixed "pointers to temporary" errors reported by XCode
2020-09-15 21:45:54 +02:00
Christoph Oelckers
42d4e112a1
- clear the message display unconditionally when restarting the game.
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It was only done when the level was reloaded.
Fixes #400
2020-09-14 21:32:36 +02:00
Christoph Oelckers
0e58203d92
- fixed rintersect and removed some unused bits from engine.cpp.
2020-09-13 20:15:46 +02:00
Christoph Oelckers
6ad8046b47
- dual license d_net.cpp and i_net.cpp
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The same source was available under both in GZDoom, so keep it.
2020-09-13 19:38:31 +02:00
Christoph Oelckers
b289e6bc5e
- cleanup.
2020-09-13 19:27:05 +02:00
Christoph Oelckers
d5b9a9ee43
Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2
2020-09-10 23:25:43 +02:00
Christoph Oelckers
52cbb5c9dc
- implemented reloading from the last saved game, like in GZDoom.
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Fixes #352
2020-09-10 22:45:42 +02:00
Mitchell Richters
ee5689b07e
Merge branch 'back_to_basics2' into InputStuffs
2020-09-09 21:04:42 +10:00
Christoph Oelckers
2fc058e487
- don't autosave just after starting a new game.
2020-09-08 23:00:31 +02:00
Mitchell Richters
b72a3326d0
Merge branch 'back_to_basics2' into InputStuffs
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# Conflicts:
# source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
8d2d36457f
- consolidated the map name display on startup
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Fixes #275
2020-09-08 18:28:41 +02:00
Mitchell Richters
722537a1f0
- InputState: Make CONTROL_GetInput()
return an object instead of accepting a pointer and provide to games as a function parameter.
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* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
a7b198d7ee
- Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
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Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers
f36ac1dc90
- fixed issues with console on top of intermissions not appearing.
2020-09-05 18:41:18 +02:00
Christoph Oelckers
e0b4dde3cd
- fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
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Fixes #320
2020-09-05 15:59:32 +02:00
Christoph Oelckers
c1786001b2
- route all game state changes through game actions.
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This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
d2de11cd99
- hide the message display on intermission screens.
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Fixes #336
2020-09-04 23:56:04 +02:00
Christoph Oelckers
2e8b808683
- added a C_ClearMessages function for the console and fixed game restart after death.
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Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers
97f395bd72
- transitioned Blood to the new level change messaging system
2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75
- fixing some issues. Level transitions in Duke are working now.
2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
b253ae123f
- run screen jobs with uncapped frame rate.
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Fixes #325
2020-09-03 18:36:37 +02:00
Christoph Oelckers
b49e050baf
- transitioned Exhumed to the new main loop.
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Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
923833ccec
- animated menus without frame rate cap
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The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288 .
2020-08-31 19:56:13 +02:00
Christoph Oelckers
2bf368d49b
- redid the timer for the automap zoom
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Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
03aad6559b
- added a global leveltimer variable to Duke.
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This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
007c6e122d
- gameclock abstraction
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This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
98557947da
- gameclock must also be set before calling gi->Render.
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This runs at the display's frame rate so the timer value from the Ticker call is not precise enough to do all the work.
2020-08-30 22:52:20 +02:00
Mitchell Richters
5daaa1fc06
- fix issues with cl_syncinput 0
.
2020-08-31 05:24:29 +10:00
Christoph Oelckers
765f211e05
- things are mostly working again.
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Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00