Mitchell Richters
04af1d9ce8
- All Games: Unify processMovement()
.
2020-09-24 22:32:37 +10:00
Mitchell Richters
20c73e1249
- Blood: Remove r_horizcenter
and standardise horizon in game to that of the default in the backend (currently 100).
...
* The use of this will go when the input is re-factored to operate on the standard horizon of 100, not 0.
2020-09-20 16:20:08 +10:00
Mitchell Richters
4370686c81
- SW: Allow disabling melee weapon blurring.
2020-09-16 19:18:08 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Mitchell Richters
aeb807bea1
- gamecvars.cpp: Create CVAR cl_showmagamt
.
2020-08-30 20:24:37 +02:00
Christoph Oelckers
fab561d757
- cleaned up Duke's main GameTicker function.
...
* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
694444b62a
- converted the remaining input bits.
...
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Christoph Oelckers
c7f5f05e14
- cleaned up gamecvars.cpp and deleted a large amount of unused ones.
2020-08-26 17:05:17 +02:00
Mitchell Richters
4fcec5f6d3
- SW: Alt implementation for preparing a nuke.
...
* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised.
* Commit restores that behaviour behind a CVAR.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 17:00:19 +02:00
Mitchell Richters
a9f556c1bd
- SW: Restore random element to player's weapon left/right bobbing behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:42 +02:00
Mitchell Richters
88a49b0d22
- Duke: Restore RPG harsh recoil behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:41 +02:00
Mitchell Richters
ef728429e0
- Core: Remove legacy smoothratio calculator CalcSmoothRatio()
.
2020-08-26 09:49:47 +10:00
Christoph Oelckers
e7c58a5b29
- make hud_scale a floating point CVAR.
2020-08-24 21:48:47 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
...
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
e25d1c4cda
- improvements for automap labels.
...
* use a CVAR to decide whether to show them at the top or bottom
* draw them on top of the screen border so that they don't get overdrawn on smaller windows.
2020-08-24 00:25:42 +02:00
Christoph Oelckers
e7c1595531
- allow using a better font for the map name on the automap.
...
- allow displaying the map label on the automap.
So far only for Duke and related games, the rest will follow.
2020-08-24 00:05:36 +02:00
Christoph Oelckers
91b31cec39
- fixed: hud_messages completely blocked the messages, even from going to the console.
...
It should only block the on-screen notification display, which the backend already implements. The game code should not check this CVAR again.
2020-08-23 22:46:53 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
...
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
249c5b5734
- removed some dead code.
2020-08-14 21:12:32 +02:00
Mitchell Richters
5000fde281
- restore legacy interpolation path behind CVAR cl_legacyintrpl
.
...
* Hoping the old path being available will allow the new code to be merged.
* Applied offset to sum of `(totalclk - ototalclk)` of 0.5 to ensure calculated smoothratio under legacy path always returns a value.
* For the above, consider Duke 3D with 4 game tics per ticrate, the returned values would be:
0
16384
32768
49152
* With offset of 0.5, the following values are returned depending on how far advanced `totalclk` is from `ototalclk`:
8192
24576
40960
57344
2020-08-02 20:57:08 +02:00
Mitchell Richters
52d9fd4cda
- add cl_debugintrpl
CVAR to print interpolation information to the console.
...
* Also revert back to use of `xs_CRoundToInt()` that was accidentally removed previously.
2020-08-02 20:57:08 +02:00
Mitchell Richters
158fd46581
- change Duke's synchronized_input
to CVAR cl_syncinput
.
2020-07-28 21:38:28 +10:00
Christoph Oelckers
4836744d26
- language update.
2020-07-26 23:27:39 +02:00
Christoph Oelckers
d10bf41b03
- removed some obsolete stuff.
2020-07-24 19:44:05 +02:00
Christoph Oelckers
a0cd407632
- cleanup on pausing code.
2020-07-15 18:10:31 +02:00
Christoph Oelckers
dd45749650
- got rid of m_level_number and m_volume_number.
...
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +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
65ddb6cb59
- disabled the game side frame limiter.
...
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00
Christoph Oelckers
70ae86aff1
- disabled Blood's demo code because recent changes broke sync to the point where trying to fix it looks like a pointless endeavour.
2020-06-06 07:56:35 +02:00
Mitchell Richters
d98813f00f
SW: Allow sector object interpolations to be disabled for debugging.
...
New code is causing some issues. Upstream allow it to be toggled, so let's do that also.
2020-05-22 16:43:34 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
...
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00