Commit graph

124 commits

Author SHA1 Message Date
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
41a1120033 - added a native style display mode to the notification message display.
Fixes #9
2020-08-23 22:39:53 +02:00
Christoph Oelckers
1a0e413d5c - use CCMDs for Exhumed's input where applicable.
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
5c7b613aa7 - reworked the main loop. 2020-08-23 12:26:52 +02:00
Mitchell Richters
5cb3562bc1 Merge remote-tracking branch 'Raze-coelckers/master' into back_to_basics2 2020-08-21 15:16:31 +10:00
Christoph Oelckers
a8b0839592 - switch SW to CCMD based input. 2020-08-16 16:00:40 +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
Mitchell Richters
5b91a11404 - Blood uses 'beastvision', not 'nightvision'.
Fixes #152.
2020-08-11 07:51:28 +10:00
Christoph Oelckers
f6162899de - Blood uses 'jumpboots', not 'jetpack'. 2020-08-10 20:09:10 +02:00
Mitchell Richters
9da9e97d07 - fix remaining Blood keybindings after CCMD migration.
Fully Fixes #135.
2020-08-10 23:09:34 +10:00
Mitchell Richters
1cdc5c820f - fix Blood keybindings after CCMD migration.
Fixes #135.
2020-08-10 23:05:56 +10:00
Mitchell Richters
57ad048031
- fix LCtrl bindings in wadsrc keybind preset files. (#73)
* Renamed LCtrl to Ctrl. Without these changes, the keybinds for LCtrl in the changed keybind preset files weren't binding.
2020-08-08 01:20:28 -04:00
Christoph Oelckers
3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers
e211c7c91f - fixed module sample rate menu option
Fixes #79
2020-07-30 23:32:02 +02:00
Christoph Oelckers
0958bccade Disabled all adult censoring in Duke and RR.
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
7e8688ae2d - fixed snd_channels menu entry.
Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
c0d46f6a69 - implemented proper scaling for the status bar.
Addresses #2.
2020-07-26 23:06:27 +02:00
Christoph Oelckers
07a7cade70 - removed dead weaponswitch variable 2020-07-26 17:55:22 +02:00
Christoph Oelckers
9b37489e3a - fixed option menu binding command and removed scoreboard until MP is working again
Fixes #26
2020-07-26 12:47:51 +02:00
Christoph Oelckers
d2a4b4eef9 - replaced the alias names for some tiles with their numbers in Menudef.
Fixes #1 It is not worth reimplementing the alias mechanism for a mere 3 names here.
2020-07-26 09:29:33 +02:00
Mitchell Richters
34c324e9c2 - fix binding for toggle cl_autorun. Fixes #6. 2020-07-26 14:31:14 +10:00
Mitchell Richters
41ba78cc23 - fix binding for centerview. Fixes #5. 2020-07-26 14:18:27 +10:00
Christoph Oelckers
d10bf41b03 - removed some obsolete stuff. 2020-07-24 19:44:05 +02:00
Mitchell Richters
cb050dbac9 - get rid of Redneck Deer Huntin' from engine\grpinfo.txt since the game isn't supported.
* Removes error in startup log for line #351.
2020-07-24 22:26:06 +10:00
Mitchell Richters
54d73ce9f8 - fix 'Quick Turn' for Duke. 2020-07-23 14:05:36 +10:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers
247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +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
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
6a9f1e9da1 - removed the old OpenGL interface. 2020-06-12 00:25:52 +02:00
Christoph Oelckers
17e1e4175e - switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
2020-06-08 08:16:50 +02:00
Christoph Oelckers
a6545788a6 - do RR's lightning flash as a postprocessing effect. 2020-06-07 22:06:47 +02:00
Christoph Oelckers
4c6abe1bb9 - pass the shade through the 2D drawer, so that palette emulation can still use it. 2020-06-07 14:50:12 +02:00
Christoph Oelckers
9fc5f2d2e7 - some shader cleanup.
I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
2020-06-07 10:15:31 +02:00
Christoph Oelckers
60d7f4f7c2 - got rid of the RF_NPOTEmulation flag.
This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
353e3eb1fa - fixed RRRA E2L1 fog. 2020-06-07 08:24:12 +02:00
Christoph Oelckers
3adfdfcac5 - renamed a few more things in the shader. 2020-06-07 08:16:04 +02:00
Christoph Oelckers
232b0c1bb6 - store the lighting related uniforms in a GZDoom-style LightParms vec4. 2020-06-06 00:44:57 +02:00
Christoph Oelckers
0bd460d9e3 - split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
Christoph Oelckers
9dfd3ddd02 - migration of texture tinting to GZDoom's version.
- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c - start renaming uniforms to match GZDoom.
Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
b15cc31a38 - transitioned matrix setup to use the backend's uniform buffer implementation. 2020-06-04 20:14:48 +02:00
Christoph Oelckers
8430658cc5 - fixed texture filter menu entry. 2020-06-02 17:12:10 +02:00
Christoph Oelckers
350acd2ac3 - scale the vertex coordinates that get output to the hardware by 1024.
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
bd0c8acd46 - replaced detail matrix with a two element scale vector because that is all that is needed. 2020-05-31 12:23:35 +02:00
Christoph Oelckers
2841154683 - moved code around, got a few more utilities from GZDoom. 2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6 - another backend update, pulling in the sky renderer. 2020-05-31 10:32:10 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00