Christoph Oelckers
b8a289bf61
- move brightmap handling to the common code.
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# Conflicts:
# source/common/utility/basics.h
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 22:43:05 +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
daf77e55f7
- fixed compilation.
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Much of this commit will have to be undone later, once the texture manager becomes available.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
c0217c9152
- removed the remaining Doom-specific parts of the script compiler.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
006916a0a6
- added the script compiler's front end.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
99d3dc67ae
- added all FString exports for scripting.
2020-05-23 22:43:03 +02:00
Christoph Oelckers
4b8444b64d
- 'common' update.
2020-05-23 22:43:03 +02:00
Christoph Oelckers
4d44682603
- integrated ZScript backend
2020-05-23 22:43:03 +02:00
Christoph Oelckers
091d90aba5
- update "common" subfolder.
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# Conflicts:
# source/CMakeLists.txt
2020-05-23 22:43:02 +02:00
Christoph Oelckers
ada5ad5ec3
- missed adding a file...
2020-05-23 22:43:02 +02:00
Christoph Oelckers
920f9a3f3f
- cleaned out all Doom dependencies from the DObject system.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
bb9a077424
- reactivated some more code after integrating the VM core.
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There's a few bits here and there that only have meaning in Doom but they are kept to allow using the same unaltered source files in both engines.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
a6d982ed04
- resolve the single Doom specific dependency in the VM by using a callback.
2020-05-23 22:43:02 +02:00
Christoph Oelckers
c9b2399cd0
- added a first bunch of ZScript code.
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# Conflicts:
# source/CMakeLists.txt
# source/common/utility/basics.h
# source/core/serializer.h
2020-05-23 22:43:01 +02:00
Christoph Oelckers
c1f7cf1c3a
- added DObject as a preparation for the ZScript compiler. Currently large parts are disabled because the backing features are not present yet.
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# Conflicts:
# source/CMakeLists.txt
2020-05-23 22:43:01 +02:00
Christoph Oelckers
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
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Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
alexey.lysiuk
57efff200a
- fixed compilation of Linux target
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source/core/raze_music.cpp:84:53: error: request for member ‘GetChars’ in ‘ext’, which is of non-class type ‘const char*’
2020-05-23 17:17:55 +03:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +02:00
Christoph Oelckers
f0f17fa34f
- moved sound code to "common".
2020-05-23 12:59:12 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
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# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers
c81e79e635
- fixed merge error.
2020-05-23 12:59:03 +02:00
Christoph Oelckers
cfe02cebf1
- moved music code to "common"
2020-05-23 12:37:47 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
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# 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
Evan Ramos
960d4b6ecc
Duke3D: Fix breaking glass
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Amends dc46c60e9fb511c0bc955ca39ea48ccfa3b02a24
2020-05-22 23:41:14 +02:00
NY00123
cf22b4da0a
sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which
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is now required. Previously, it would be called from faketimerhandler,
which in turn is called from the engine.
2020-05-22 23:41:13 +02:00
NY00123
a69f738287
sw/src/copysect.cpp: Temporarily disable interpolation of sector object
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if any of its sectors is impacted by CopySectorWalls. Fixes
a possible flicker with the drill at the end of level 2.
2020-05-22 23:41:11 +02:00
NY00123
ccf6722b70
SW: Don't interpolate a sector object if the corresponding lasttic value is 0
2020-05-22 23:41:10 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
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separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
d510b9b95a
sw/src/sync.cpp:SOSync: Remove commented out code
2020-05-22 23:41:08 +02:00
NY00123
d43bffd118
SW: Remove unused DoubleInitAWE32 variable
2020-05-22 23:41:07 +02:00
NY00123
f94b38b138
SW: Modify getinput to update oq16ang/oq16horiz with the same amount
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of change that camq16ang/camq16horiz gets. Such an update is possible
after making sure that UpdateInputs (faketimerhandler) is
never called from domovethings.
# Conflicts:
# source/sw/src/game.cpp
2020-05-22 23:41:05 +02:00
NY00123
6b5cf9525b
sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock
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and ready2send and the call to timerUpdateClock, which are now done
before calling UpdateInputs itself from RunLevel.
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:40:00 +02:00
NY00123
ae2bcdd1a6
Rename faketimerhandler -> UpdateInputs and keep an empty
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faketimerhandler stub in SW. This basically deprecates
the usage of faketimerhandler in the game.
2020-05-22 23:39:45 +02:00
NY00123
6daf42a959
sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code
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from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is
done even while staying in the menu; Behaviors will otherwise break.
We should also call timerUpdateClock() before the loop, especially
after removing the call to this function from faketimerhandler soon.
2020-05-22 23:39:43 +02:00
NY00123
25b5d69cab
SW: Remove commented out code accessing non-existing variable
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# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:39:42 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
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# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
NY00123
916cd01550
SW: While not exactly a favorite of mine, this fixes the floorz updates
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of the secret rotating pillar in level 1 with SO interpolation.
The drill in level 2 is also covered. So far, SetVatorActive seems
to be the only place where interpolation of ceiling/floorz
may be set, outside of the SO interpolation code.
2020-05-22 23:39:12 +02:00
Christoph Oelckers
f53b348782
- stop the railgun's active sound if another weapon is selected.
2020-05-22 23:02:25 +02:00
Christoph Oelckers
ffbe275a4a
- fixed some issues pointed out by CI.
2020-05-22 20:31:21 +02:00
Christoph Oelckers
c70d3b5b79
- fixed bad text macros.
2020-05-22 18:55:23 +02:00
Christoph Oelckers
f9a3ca8b6f
- fixed compilation.
2020-05-22 18:35:25 +02:00
nukeykt
37c5245775
Blood: fix sprite rendering glitch related to ROR
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# Conflicts:
# source/blood/src/view.cpp
2020-05-22 18:30:59 +02:00
Evan Ramos
71dc4ff5a4
SW: Fail gracefully from WarpToArea instead of aborting
2020-05-22 18:29:21 +02:00
Evan Ramos
f318d2282a
SW: Clear the background during cinematics
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# Conflicts:
# source/sw/src/anim.cpp
2020-05-22 18:29:20 +02:00
Christoph Oelckers
6a0785bbd4
- manual update of some missed content.
2020-05-22 18:28:03 +02:00
NoOneBlood
f60fa44efb
- Disable STD random for autobuilds
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- kModernEffectGen: fix getting middle of the sprite
# Conflicts:
# source/blood/src/nnexts.cpp
2020-05-22 17:43:08 +02:00
nukeykt
6ec33c2954
Blood: do not use tile offsets for voxels
2020-05-22 17:38:35 +02:00