Commit Graph

546 Commits

Author SHA1 Message Date
Christoph Oelckers c8cb0e4efd - the beginning of sector.cpp
The math backend functions have been moved out of Build because they originally have a good license.

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers b29351f3bc - hitradius.
This one was really messy...
2020-06-21 22:36:08 +02:00
Christoph Oelckers 9687facc88 - removed dead timerUninit call 2020-06-20 11:47:21 +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 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
nukeykt 22e0c4d9ae Rednukem: fix longstanding bug with unfrozen GREENSLIME
Backported from eduke32
2020-06-17 12:26:06 +02:00
Christoph Oelckers 2c2b871083 - fixed texture validation checks. 2020-06-17 12:26:02 +02:00
Christoph Oelckers 2a29dbf793 - use backend independent code to render the camera textures. 2020-06-14 21:57:21 +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 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 1311db9ac9 - changed all places clearing the screen in 2D display code to use the 2D drawer's ClearScreen method. 2020-06-12 20:52:01 +02:00
Christoph Oelckers 4f0e3adfbb - removed pointless constexpr declaration on numeric constants. 2020-06-12 16:49:35 +02:00
Christoph Oelckers 3b7f494a88 Merge branch 'master' of https://github.com/coelckers/Raze 2020-06-12 16:44:14 +02:00
Mitchell Richters d79a5d256d - fix joystick scaling for all games.
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
Christoph Oelckers 6ececaec40 - include cleanup 2020-06-12 00:43:40 +02:00
Christoph Oelckers f2d075e0d0 - code cleanup. 2020-06-12 00:37:40 +02:00
Christoph Oelckers 9aa2224110 - remove the remains of Lunatic from RR code. 2020-06-07 10:46:22 +02:00
Christoph Oelckers cf6855904d - took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers 68c97e3c25 Merge branch 'master' of https://github.com/coelckers/Raze
# Conflicts:
#	source/core/gamecontrol.h
#	source/duke3d/src/game.cpp
#	source/exhumed/src/exhumed.cpp
#	source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters b86d499e0b RR: Amend how game pauses.
- M_Active or GUICapture properly pause game using game's pause mechanisms.
- Pausing game with Pause key now works again.
- Pausing game with Pause key now properly stops all sounds as per upstream.
2020-05-31 23:19:54 +02:00
Christoph Oelckers efa1cd3048 - moved video files to 'common'.
# Conflicts:
#	source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers 1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +02:00
Christoph Oelckers cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers 1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers 381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers 72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers 193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers 29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers 55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers 2f672da7ba - the basics for creating font objects for the in-game bitmap fonts.
Definitions were added to RedNukem frontend for testing, not used yet.
2020-05-25 17:01:56 +02:00
Christoph Oelckers 266364fc2e - properly implement texture offsets 2020-05-24 13:26:45 +02:00
Christoph Oelckers 00e7b2fa25 - simple stuff from the texture manager inclusion commit.
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers ae6403a205 - added a level of abstraction to the lookup table code to ease later refactoring. 2020-05-23 22:43:05 +02:00
Christoph Oelckers f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers b971bc2717 - avoid using global palette settings when drawing 2D content with a custom palette.
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers 8d3199514d - removed some 'pragma' cruft. 2020-05-23 13:08:10 +02:00
Christoph Oelckers 8bd5f12b42 - matching sound backend code with GZDoom.
# Conflicts:
#	source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers 6a8efb7520 - update of music code, in particular separating the engine-specific lookup from the backend.
# Conflicts:
#	source/core/music/music.cpp

# Conflicts:
#	source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers d0406e27b6 - all base palette data has been transitioned to GPalette. 2020-05-23 12:31:05 +02:00
Christoph Oelckers 6f9ee4b60f - store palettes in the palette container. 2020-05-23 12:31:05 +02:00
Christoph Oelckers 6a0785bbd4 - manual update of some missed content. 2020-05-22 18:28:03 +02:00
sirlemonhead 17be2617cf Clean up the FileStream code: Remove non-working Is_Eos() and make Seek() and Skip() return int. 2020-05-22 17:38:21 +02:00
Evan Ramos 4d7b37ca1a Rednukem: Remove redundant comment and fix formatting
# Conflicts:
#	source/rr/src/gameexec.cpp
2020-05-22 17:26:36 +02:00
sirlemonhead 8f8f033956 Rednukem: Limit sprite shade change to Redneck Rampage games, and add guard for invalid array access. Fixes ASAN error. 2020-05-22 17:22:18 +02:00
sirlemonhead 02d4712e57 Rednukem: Fix MVE crash on Release gcc builds. 2020-05-22 17:21:03 +02:00
sirlemonhead 808d0591eb Rednukem: Add newline to end of playmve.h 2020-05-22 17:21:03 +02:00