Commit graph

  • 968708a649 - Blood: Remove the extern for weaponQAV[] and move kQAVEnd enum into new enum from 9e84dd1ef6051f4e54d99dcfc6e3468560175e16 Mitchell Richters 2021-08-04 19:54:28 +1000
  • 84496029a9 - Blood: Replace a few missed numerical constants with enums. Mitchell Richters 2021-08-18 19:57:31 +1000
  • 77704d54d9 - Blood: Replace all numerical constants in calls to StartQAV() with enum values. Mitchell Richters 2021-08-03 20:52:32 +1000
  • 6a2a0da819 - Blood: Replace all numerical constants for player's weaponQav with enum values. Mitchell Richters 2021-08-03 20:34:08 +1000
  • cd5e01818a - Blood: Replace all numerical constants for player's nextWeapon with enum values. Mitchell Richters 2021-08-03 20:23:48 +1000
  • 6f08eb2292 - Blood: Replace all numerical constants for player's newWeapon with enum values. Mitchell Richters 2021-08-03 20:23:39 +1000
  • ba94614078 - Blood: Replace all numerical constants for player's curWeapon with enum values. Mitchell Richters 2021-08-18 19:56:06 +1000
  • d939602875 - Blood: Define enum values for weapon numbers. Not in use yet. Mitchell Richters 2021-08-03 20:08:44 +1000
  • 6fec5d582e - Blood: Define enum values for QAVs. Not in use yet. Mitchell Richters 2021-08-12 14:13:25 +1000
  • db5aa4ba17 - Blood: Backport voodoo doll fix from BloodGDX. Mitchell Richters 2021-08-03 10:58:15 +1000
  • b01cef7f15 - Blood: Remove lastframetic hack from QAV::Draw() added in 99508e6f15 since we now use proper timing code. Mitchell Richters 2021-08-06 09:57:01 +1000
  • 24fbaa527c - Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code. Mitchell Richters 2021-08-05 12:38:26 +1000
  • ab502ebc66 - Blood: Ensure looped QAVs interpolate using last frame in the array. Mitchell Richters 2021-08-04 11:38:00 +1000
  • c75778c08d - Blood: Re-time menu's blood dripping based on reworked timer and QAV struct code. Mitchell Richters 2021-08-05 14:48:32 +1000
  • 502b76af70 - Blood: Parse the values of the QAV files instead of casting the binary data so we can extend the struct. Mitchell Richters 2021-08-18 20:00:15 +1000
  • adf9747e5b - Blood: removed redundant STAT_Update call in StartLevel. Christoph Oelckers 2021-08-17 23:44:46 +0200
  • a29303cde5 Don't trigger fall scream after player has died carnivoroussociety 2021-08-16 02:45:25 +1000
  • 7ac662e0c8 Apply burning bypass to correct sprite type carnivoroussociety 2021-08-15 18:31:47 +1000
  • bd98096527 Fix burning Caleb's state carnivoroussociety 2021-08-15 18:14:36 +1000
  • 52025fce68 Fixed burning Caleb state carnivoroussociety 2021-08-15 17:32:00 +1000
  • cd88bb1a67 Fixed burning cultists switching type in water carnivoroussociety 2021-08-15 17:12:33 +1000
  • fb5e8e72ab - fixed Exhumed credits display. Christoph Oelckers 2021-08-14 10:54:51 +0200
  • 40730d26b8 - Exhumed: fixed incorrect CD tracks being played through cutscenes Christoph Oelckers 2021-08-14 10:40:38 +0200
  • 38c9d3f702 - Exhumed: fixed crash when ending the game. Christoph Oelckers 2021-08-14 10:40:14 +0200
  • a5e3a85c98 - changed palette lookup to consider the remapping of color 0 to 255. Christoph Oelckers 2021-08-14 10:26:04 +0200
  • bad2c2e55f - backend update from GZDoom Christoph Oelckers 2021-08-14 10:04:45 +0200
  • c4c9f4acbe - call ColorMatcher.Pick instead of BestColor when remapping a voxel. Christoph Oelckers 2021-08-14 09:49:03 +0200
  • 5d3f7947bf - avoid calling the node builder to triangulate degenerate sectors. Christoph Oelckers 2021-08-14 09:48:05 +0200
  • 9680674dec - Duke: fixed sound lists for E4 intro cutscene. Christoph Oelckers 2021-08-14 09:25:50 +0200
  • b057e59924 - Exhumed: fixed bad arguments of BuildGameoverScene. Christoph Oelckers 2021-08-14 09:19:27 +0200
  • c3d03f21da Cleaned underwater next/prev weapon fix carnivoroussociety 2021-08-14 01:55:24 +1000
  • 1957fc53be Tweaked next/prev weapon behavior underwater carnivoroussociety 2021-08-13 22:39:16 +1000
  • 5aa27bad3b - flag SW's cutscenes as 'boss death only'. Christoph Oelckers 2021-08-13 22:25:13 +0200
  • d5c9768414 - append an empty line to thr RFS file to be parsed. Christoph Oelckers 2021-08-13 21:43:33 +0200
  • 8765b583f0 Fix spray -> tnt -> spray animation bug carnivoroussociety 2021-08-12 22:55:39 +1000
  • 715bca4d53 input.newWeapon -> newWeapon carnivoroussociety 2021-08-12 19:59:51 +1000
  • 1a344fe09b Fix ignited spray/TNT issue when going underwater carnivoroussociety 2021-08-12 19:19:07 +1000
  • 23b8707fc2 - added means to define resource IDs in all container formats allowing long file names. Christoph Oelckers 2021-08-11 12:04:53 +0200
  • b2f7eb5b4f - fixed: Raze did not have gl_lights yet, but recent additions need this CVAR. Christoph Oelckers 2021-08-11 12:02:56 +0200
  • 8106d788f6 - backend update from GZDoom. Christoph Oelckers 2021-08-11 10:28:21 +0200
  • 4a70f6efd0 - Allow ticrate to be specified to timer code, while still defaulting to GameTicRate. Move out I_GetBuildTime() from common code to gamefuncs.h as part of this. Mitchell Richters 2021-08-01 23:02:13 +1000
  • 0d9afc1aaf - Extend menu's ImageScroller ZScript class with mAnimated and use with Blood for the help and credits menu. Mitchell Richters 2021-08-05 13:11:07 +1000
  • 1ed1222e10 - Extend menu's ListMenu ZScript class with mAnimated already natively available, and use with Blood where BloodDripDrawer is defined. Mitchell Richters 2021-08-02 12:34:15 +1000
  • 888f8888bb - backported some fixes in the common backend from GZDoom Christoph Oelckers 2021-08-03 13:00:09 +0200
  • 17b2154e9a - Blood: Expose legacy 1.0 weapon handling game option as a CVAR. Mitchell Richters 2021-08-03 00:47:05 +1000
  • 7522a3e359 - added detection of Steam's Powerslave on macOS alexey.lysiuk 2021-07-31 12:51:21 +0300
  • 33167b2a0d - fixed detection of Steam's Duke3D on macOS alexey.lysiuk 2021-07-31 12:47:10 +0300
  • a9b75e7e7d - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved. Mitchell Richters 2021-07-31 10:15:17 +1000
  • f6c7ed3984 - Blood: Restore originally intended isRunning code that never worked behind two CVARs to offer an alternative playing experience. Mitchell Richters 2021-07-31 10:14:47 +1000
  • 9884d5f396 - Blood: Perform interpolation of menu's blood dripping. Mitchell Richters 2021-07-31 10:05:18 +1000
  • a67c126129 - Blood: Extend 99508e6f15 to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match. Mitchell Richters 2021-07-29 19:22:52 +1000
  • 019922dcf1 - Fix constexpr issue with interpolatedanglef() since fmod() isn't available as constexpr. Mitchell Richters 2021-07-29 18:38:07 +1000
  • 32215ba570 - SW: Tidy some extra panel coordinate math that was missed in 4d4946fb6b. Mitchell Richters 2021-07-29 17:53:57 +1000
  • 99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. Mitchell Richters 2021-07-29 15:14:21 +1000
  • bd23ea144c - validate 'nextsector' fields on walls. Christoph Oelckers 2021-07-27 22:11:53 +0200
  • 9a8ee00aec - set currentLevel before calling engineLoadBoard. Christoph Oelckers 2021-07-27 22:07:16 +0200
  • a40d036623 Fix max players range check for kModernPlayerControl Add power up control for kModernPlayerControl NoOneBlood 2021-07-26 22:52:42 +0300
  • 1fa0863a52 - Duke: Amend af9f2f3eb6 to not reset the skill if incoming skill is -1; Mitchell Richters 2021-07-26 19:41:17 +1000
  • adb9547ba9 Blood: fix impact sprite OOB issue nukeykt 2021-07-26 16:34:16 +0900
  • 1685890bc5 - Replace calcSinTableValue() with game's native bsin() export. Mitchell Richters 2021-07-26 17:28:32 +1000
  • ced8a83331 Blood: fix potential view sprite overflows nukeykt 2021-07-26 14:59:59 +0900
  • 557cd7e734 Blood: fix view sprites overflow in ROR code nukeykt 2021-07-26 14:38:51 +0900
  • 39547e2df5 Blood: fix OOB issue in aiPatrolSetMarker nukeykt 2021-07-26 14:31:36 +0900
  • 1fde9f2173 - workaround to allow playing SW's Last Warrior mod in one go. Christoph Oelckers 2021-07-26 00:58:00 +0200
  • 1a5a2aba2b - Blood: fixed path validation for cutscene files. Christoph Oelckers 2021-07-25 17:27:52 +0200
  • a12dfbe1d8 - fixed bad operator grouping in cheat code. Christoph Oelckers 2021-07-25 17:17:29 +0200
  • 5c5799c21f - quote argument for sending cheats from the chat editor. Christoph Oelckers 2021-07-25 12:48:27 +0200
  • c69efe5817 - fix crash issue with empty VOCs. Christoph Oelckers 2021-07-25 12:43:42 +0200
  • dfb18ef9a9 - Duke/RR: Call Bowling lane reset code only when playing RR. Christoph Oelckers 2021-07-25 12:43:03 +0200
  • c51c6fa524 - adapted the Zip root folder eliminator to deal with archives that do not add proper folder records to their central directory. Christoph Oelckers 2021-07-25 12:18:53 +0200
  • 3864dcfc17 - adapted cheat input handler to treat spaces as '0' when entering parts of numeric fields. Christoph Oelckers 2021-07-25 11:59:12 +0200
  • fa586d6d7c - Blood: fixed parser for 'mario' cheat to treat a leading space for the level number as 0. Christoph Oelckers 2021-07-25 11:53:20 +0200
  • b23db149e3 - use snprintf in condError. Christoph Oelckers 2021-07-25 11:50:23 +0200
  • 9fad44bab2 - Blood: Replace use of non-standard strupr() from 754554a493 with an FString object. Mitchell Richters 2021-07-25 19:44:07 +1000
  • 3b82a08123 Revert "- Fix non-Windows and non-MSVC builds due to missing header for strupr()." Mitchell Richters 2021-07-25 19:38:06 +1000
  • e4fb67bc25 Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this. sirlemonhead 2021-07-25 02:00:35 +0100
  • 2217dcb632 - Fix non-Windows and non-MSVC builds due to missing header for strupr(). Mitchell Richters 2021-07-25 19:26:39 +1000
  • 7702b3bb92 - rewrote the sound handling in the patrolling code for Raze's sound backend. Christoph Oelckers 2021-07-25 10:42:15 +0200
  • eae355110f - use enums instead of #defines. Christoph Oelckers 2021-07-25 10:30:14 +0200
  • cc3e6b74f3 - handle newly activated 'unused' fields properly for serialization. Christoph Oelckers 2021-07-25 10:29:50 +0200
  • b588abbca6 - deleted two unused functions that got back in again by accident. Christoph Oelckers 2021-07-25 08:50:46 +0200
  • 4298399e00 - Build: Change MAXSPRITESONSCREEN from constant of 2560 to 1/4 of MAXSPRITES. Mitchell Richters 2021-07-25 15:38:51 +1000
  • ffe62da3c7 - Blood: Add some nullptr checks to the aiPatrol*() inline bools. Mitchell Richters 2021-07-25 15:37:50 +1000
  • 7329cb8f1f - Blood: Comment out bonk code from 754554a493 to get things building for now. Mitchell Richters 2021-07-25 13:12:29 +1000
  • 754554a493 Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap). NoOneBlood 2021-07-20 00:15:26 +0300
  • 8a029cb4e1 - Blood: Fix ammo colour for status bar and first fullscreen HUD. Mitchell Richters 2021-07-24 22:06:00 +1000
  • a55b8f716d - Blood: Repair some missing nullptr checks causing a crash upon reloading after dying. Mitchell Richters 2021-07-24 21:39:29 +1000
  • ef05eec531 - Change a68d5aae70 to not do a leading zero, but add an extra space of frameDelay less than 10. Mitchell Richters 2021-07-24 17:51:05 +1000
  • 8e8b3a32fe - fixed initialization pf upscale state properly. Christoph Oelckers 2021-07-24 09:10:21 +0200
  • ccce75667e Revert "- Remove CVAR_NOINITCALL bit from gl_texture_hqresize* CVARs." Christoph Oelckers 2021-07-24 09:08:29 +0200
  • cb01fb0cf2 - Duke/RR: Remove check p.gotweapon[] check in DrawWeaponBar() that was causing weapon bar to display incorrect tiles and values. Mitchell Richters 2021-07-24 16:18:06 +1000
  • e03d532670 - Remove CVAR_NOINITCALL bit from gl_texture_hqresize* CVARs. Mitchell Richters 2021-07-24 15:58:05 +1000
  • 20bffbd94d - Exhumed: Revert source for ammo in DrawHUD2() from 7b8dcde5d2. Mitchell Richters 2021-07-24 15:40:15 +1000
  • a68d5aae70 - Add leading zero to statFPS() output (vid_fps) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. Mitchell Richters 2021-07-24 15:28:58 +1000
  • 56d313f08d - use SDL Vulkan window flag directly alexey.lysiuk 2021-07-21 17:37:52 +0300
  • 2aea69b48a Pass the missing fullscreen flag when creating a Vukan window. Vanfanel 2021-07-21 12:39:29 +0200
  • d9a7465c08 - SW: Remove gi->FreeGameData() from game as its inside code wasn't freeing game data but level data already freed in gi->FreeLevelData(). Mitchell Richters 2021-07-20 20:11:29 +1000
  • c5f63b95e5 - Capitalise CPART07.AR_ and CPART15.AR_ in ProcessOptions(). The original files are in capitals and this is important as POSIX systems are case-sensitive. We can't cater towards every use-case but this should cover most bases. Mitchell Richters 2021-07-20 19:06:45 +1000
  • af9f2f3eb6 - Duke: Ensure gi->NextLevel() sets the skill level upon invocation. Mitchell Richters 2021-07-20 18:55:16 +1000
  • 675356be1a - Ensure g_nextskill is used everywhere so that setting skill for next level works properly. Mitchell Richters 2021-07-20 18:51:34 +1000