Commit Graph

13697 Commits

Author SHA1 Message Date
Christoph Oelckers ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +02:00
Christoph Oelckers aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +02:00
Christoph Oelckers 42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers 0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers 32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers 6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Christoph Oelckers 387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers 9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Christoph Oelckers b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Christoph Oelckers 0bdbf0f1cb - fixed: alpha was never set for voxels.
Fixes #304
2021-04-11 08:26:36 +02:00
Christoph Oelckers 184d9be6b1 - fixed palette setup for duplicate base palettes.
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers addfe4e904 - activate the progress bar on the startup screen. 2021-04-10 19:28:46 +02:00
Christoph Oelckers db5fbe3bbb - make the startup banner in the initial console window work. 2021-04-10 19:14:30 +02:00
Christoph Oelckers a5ed7ba8a3 - two more simple .def commands. 2021-04-10 16:35:29 +02:00
Christoph Oelckers 6b684e74ba - migrated 'texture' .def command. 2021-04-10 14:09:08 +02:00
Christoph Oelckers 057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers b4d89cbac3 - got rid of the remaining occurences of gethiq16angle and all related tables. 2021-04-10 12:10:28 +02:00
Christoph Oelckers 35221188db - inlined Clipper::PointToAngle 2021-04-10 10:56:11 +02:00
Christoph Oelckers 2e191f2742 - consolidated the SetLightAndFog code fragments. 2021-04-10 10:34:20 +02:00
Mitchell Richters 8ebd1a9ebc - binaryangle.h: Clean up `HorizToPitch()` since we're on the new renderer. 2021-04-10 10:06:30 +10:00
Mitchell Richters 28fb752446 - Replace `gethiq16angle()` with `bvectangbam()` in renderer code. This addresses some observed clipping issues in the new renderer. 2021-04-10 09:23:02 +10:00
Christoph Oelckers e0dc261dfd - fixed edge case in wall sorter when the camera is exactly on a line that's being checked. 2021-04-10 00:05:29 +02:00
Christoph Oelckers 02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers 345275db5d - better handling for portal lines having sloped back sectors.
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers 19a4c12e6a - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:11:16 +02:00
Christoph Oelckers ff0a3df302 - fixed extended music lookup again.
# Conflicts:
#	source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers 2084c53538 - fixed extended music lookup again. 2021-04-09 21:21:53 +02:00
Christoph Oelckers 92697686cb - migrated a few more .def commands. 2021-04-09 19:59:03 +02:00
Christoph Oelckers 333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers 2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
alexey.lysiuk 57c7a85d9f - fixed compilation with Clang
source/build/src/defs.cpp:3198:56: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2021-04-09 15:55:30 +03:00
Christoph Oelckers fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers 03c19a0cad - removed the no longer used 'options' menu item graphic for Exhumed. 2021-04-09 14:29:31 +02:00
alexey.lysiuk c8c8635b4c - fixed render backend switch menu option 2021-04-09 10:47:00 +03:00
Christoph Oelckers f20acca498 - always default the resource ID to -1, even for dummy entries.
Better be safe than sorry, this should never happen in Blood but we never know what people may load...
2021-04-08 22:03:25 +02:00
Christoph Oelckers 778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers 9f08f9786a - consolidated a bit of dead content in .def parser. 2021-04-08 20:03:50 +02:00
Christoph Oelckers c9483353ff - some more translucency checks. 2021-04-08 19:56:18 +02:00
Christoph Oelckers 1362a7ebc5 - added extended translucency support and did a bit of code consolidation. 2021-04-08 19:45:18 +02:00
Christoph Oelckers 794cab2d54 - removed some dead code. 2021-04-08 18:54:39 +02:00
Christoph Oelckers a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers 51c4c47183 - block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers 793d2d99ef - re-fixed the music lookup. 2021-04-08 17:46:53 +02:00
Christoph Oelckers a53ed46bae - fixed item placement on SW minihud.
Fixes #295
2021-04-08 17:43:56 +02:00
Christoph Oelckers fc1fbfe8b3 - fixed .def 'music' parsing.
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers e2f570a70a - fixed: extended sound lookup must check the sound/ folder. 2021-04-08 16:05:32 +02:00