Commit graph

905 commits

Author SHA1 Message Date
Christoph Oelckers
198fbf9297 Merge branch 'master' into whaven
# Conflicts:
#	source/core/screenjob.cpp
#	source/core/searchpaths.cpp
2021-06-03 08:52:19 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
Brian Koropoff
e4e949877d Fix buffer overflow at maploader.cpp:392 2021-05-22 22:31:16 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d4eb54d686 - render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
671d200aa7 Merge branch 'master' into whaven
# Conflicts:
#	source/build/include/buildtypes.h
#	source/core/console/c_notifybuffer.cpp
#	source/core/d_protocol.h
#	source/core/version.h
#	wadsrc/static/zscript.txt
2021-05-16 13:03:17 +02:00
Christoph Oelckers
5ae1c334fa - Duke: fixed bad check in 'ifnotmoving' CON command. 2021-05-14 10:03:07 +02:00
Christoph Oelckers
b6dd834420 - fixed warnings in Build code. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084 - fixed some very noisy warnings in two headers. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
33a8355d11 Merge branch 'master' into whaven 2021-05-10 20:15:19 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Cacodemon345
36b910a253 Fix compilation on OpenBSD 2021-05-10 08:25:14 +02:00
Christoph Oelckers
ccc77cefbb Merge branch 'master' into whaven 2021-05-09 11:24:48 +02:00
Christoph Oelckers
c07615a798 - cleanup of 'gotpic' handling. 2021-05-09 09:05:42 +02:00
Christoph Oelckers
2148fe9bb4 - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-08 22:08:05 +02:00
Christoph Oelckers
020a636c2f - removed some more useless stuff from headers. 2021-05-03 19:16:26 +02:00
Christoph Oelckers
0db8fc6163 - removed UNREFERENCED_PARAMETER macro.
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
5784e45f41 Merge commit 'aa6bd8ffcc11c0ae3de1dae1ab530a999dd510c9' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-25 12:18:39 +02:00
Christoph Oelckers
9092b5c392 - removed some unused stuff from engine. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
ba5e7d419c - cleaned up the remains of the old def parser. 2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e - reworked the def parser's main loop. 2021-04-21 18:15:25 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
e82f17f9c6 Merge commit 'e89761d2d526581e4599f564b26a6eb983fd92ec' into whaven
# Conflicts:
#	source/core/d_protocol.h
#	source/core/gameinput.h
2021-04-17 14:59:12 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers
2a7f2f4381 Merge commit '798cf2f9733c1415eef335a45f4d69962fae0695' into whaven 2021-04-12 20:41:39 +02:00
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +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
e9ab48aa93 Merge commit 'e959226914b3e1243cbb52ebbe90c5f7e91f85c2' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-11 11:32:31 +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
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Christoph Oelckers
aedb17e539 Merge commit 'a5ed7ba8a3eb26d3e3aa46bc87044608eacba57f' into whaven 2021-04-10 17:00:43 +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
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
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
7a9e58c31e - removed redundant cstat.h file.
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
56eda9928c Merge commit 'ba90f444ddc85aaafab595915353362f6e181855' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-05 14:12:44 +02:00
Mitchell Richters
be8df3488d - build.h: Remove function prototypes for now static functions within engine.cpp. 2021-04-05 20:28:57 +10:00
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +02:00
Christoph Oelckers
97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
641ae88a11 Merge commit '3c4429f2a8743b4331ebf02c9a7aeebfd1b96b88' into whaven 2021-03-31 21:39:39 +02:00
Christoph Oelckers
7bea8ad6ba - fixed texture overlays for SW's sector portals. 2021-03-30 23:27:11 +02:00