Christoph Oelckers
a1339f014c
- store indices in sectionsPerSector.
2022-02-20 23:11:04 +01:00
Mitchell Richters
009c03f430
- Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything.
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Revert "- Exhumed: Don't force the framerate to reduce to ticrate at end of each level, instead interpolate player's position to prevent draw errors."
This reverts commit 57d54a2105
.
Revert "- Exhumed: Extend 57d54a2105
to back up the player's `bobangle` variable as well at the map's end."
This reverts commit 520c03b4f1
.
Revert "- Exhumed: Extend 520c03b4f1
to back up the player's `totalvel` variable as well at the map's end."
This reverts commit 1446486871
.
2022-02-20 20:35:35 +11:00
Christoph Oelckers
f1859c69f0
- fixed bad assumption about g_visibility == 0 meaning fullbright.
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This merely means that there should be no fog, but the shade must still be applied.
2022-02-19 11:30:35 +01:00
Rachael Alexanderson
13c44cc32f
Update copyright year in README.md
2022-02-19 05:01:00 -05:00
Christoph Oelckers
892c361449
- avoid pointer arithmetic in feebtag.
2022-02-19 10:11:12 +01:00
Christoph Oelckers
951b93123a
- fixed incorrect symbolic constant for statnum.
2022-02-19 09:50:05 +01:00
Christoph Oelckers
7ddd0dc22e
- fixed bad filter name for DukeDC's SSI variant fpr 1.5
2022-02-18 23:58:49 +01:00
Christoph Oelckers
fd6d09273f
- reverted wall pointer fix for FANSPRITE setup.
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Turns out the bug came from the DOS code, but changing this breaks the fans.
2022-02-18 00:19:57 +01:00
Rachael Alexanderson
9325f1d536
- replicate commit 28d9fe68ae
2022-02-17 01:15:18 -05:00
Christoph Oelckers
de1cbb9ee0
- fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
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In this case the bogus nextsector was not reset.
2022-02-15 22:47:53 +01:00
Christoph Oelckers
21fddd6c54
- spriteset management.
2022-02-15 22:34:48 +01:00
Christoph Oelckers
e396798198
- made DCoreActor's properties functional.
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They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup.
This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
e3f1893e02
- avoid conversions for vertex comparisons in CollectLoops and for sectorgeometry.cpp's poscompare values.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
680a87085a
- SW: remap LIGHT_Tics to the otherwise unused spritetype::detail.
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We should not hijack a coordinate for this due to access rights for scripting and potential value ranme issues. Since this value is never loaded from a map this is safe.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
37fda9cf89
- added position getters/setters to DCoreActor.
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Scripting should not be subjected to that awful mixed fixed point format, but we cannot easily swap out the internals without risking breakage all over the place.
2022-02-15 22:33:49 +01:00
Christoph Oelckers
536c7e0c7b
- SW: floatify slidor.cpp
2022-02-15 22:18:27 +01:00
Christoph Oelckers
71943abed0
- changed math utilities to floating point coordinate system.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
8cc8ebf30c
- preparations for more floatification.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
4e2a9f6e59
- use float wall positions in portal code.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
b641456152
- use floats directly for WallStart/End/X/Y.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
73aa84e9f3
- floatified the user map display.
2022-02-15 22:18:26 +01:00
Christoph Oelckers
c18a46b98a
- fixed dofurniture
2022-02-15 22:18:26 +01:00
Christoph Oelckers
651c25a7be
- do the 'inside' check with integers.
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Using floats and multiplications is not robust enough. This is a bit slower, but doesn't run the risk of underflows and other nasties.
Q: How many bits of fractional precision should we use? 16 seems fine
2022-02-15 22:18:26 +01:00
Christoph Oelckers
63f1a968d6
- do not update the sector for sector effectors moving themselves.
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They need to stay in their originally assigned sector forever, or really bad things can happen.
If due to some math imprecisions they change their sector, they can screw up the entire map.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
b8ea49ee0e
- SW: bumped two hard limits because there's maps out there that exceed them.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
7374364527
- doFurniture floatified and inside rewritten as a floating point algorithm that works without bit masking.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
4d38f62a14
- cleaned up and floatified the jaildoor code
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(which should probably be renamed to 'slidedoor' because it gets used for lots of stuff other than actual jail doors...)
2022-02-15 22:18:25 +01:00
Christoph Oelckers
6fbecf2348
- RR: cleaned up and floatified the mine cart code
2022-02-15 22:18:25 +01:00
Christoph Oelckers
13d01bc98b
- lower the value of MAXSO.
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This was causing overflow issues and resulted in bad int <-> float conversions.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
6e96b1ee81
- floatify SW's sector object rotation.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
a12093af04
- use full precision math for rotating sectors in Blood.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
a781517780
- renamed PlanesAtPointf to PlanesAtPoint
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The old PlanesAtPoint is not needed anymore.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
08500ca757
- eliminated coordinate factors from UV generator.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
bd95da423a
- use PlanesAtPointf in most places where PlanesAtPoint was used.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
02d508baef
- renamed floatified wall coordinate to 'pos'.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
7d461fa768
- PlanesAtPointf
2022-02-15 22:18:24 +01:00
Christoph Oelckers
cd55658786
- use floats for vertices.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
cf17cffb26
- missed one place where wall coordinates are set from map loading.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
59e834fdad
- Duke: changed animation storage to be independent of the animated values' types.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
a9cf6feb60
- SW: changed sector object interpolation to be independent of the interpolated values' types.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
bc0e8b4a8d
- use a method for setting wall coordinates when loading a map.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
f44736a5b6
-use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
2022-02-15 22:18:23 +01:00
Christoph Oelckers
89ef81da55
- renamed walltype::pos as preparation for refactoring.
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no functional changes here
2022-02-15 22:18:22 +01:00
carnivoroussociety
1d8a11601d
Fix ceiling panning angle
2022-02-15 16:02:00 +01:00
Rachael Alexanderson
0d54237eec
- pull cvar uniform fixes from gzdoom
2022-02-09 07:26:59 -05:00
Rachael Alexanderson
c2b35fee41
- allow floats for uniform cvar defaults
2022-02-06 10:32:55 -05:00
Rachael Alexanderson
9fc6d40dcf
- fix compile on clang - it's a whack-a-mole, we'll get em eventually
2022-02-01 12:49:58 -05:00
Rachael Alexanderson
b7cb878ad8
- fix compiling on Linux/et-al
2022-02-01 12:36:26 -05:00
Rachael Alexanderson
942acc04c1
- pull fix from GZDoom - handle situations where the uniform cvar may already exist
2022-02-01 11:45:29 -05:00
Rachael Alexanderson
cc57914bbf
- fully implement uniform cvars
2022-02-01 11:03:39 -05:00