Mitchell Richters
24e09055ca
- m_fixed.h: Define MulScaleF()
for floating point multiplying and scaling.
2021-01-01 19:29:26 +11:00
Mitchell Richters
a515426c68
Merge branch 'master' into witchaven2
2021-01-01 17:32:32 +11:00
Christoph Oelckers
b73b59cf66
- fixed badly inherited exception subclass.
2020-12-30 09:55:57 +01:00
Rachael Alexanderson
218b0cfb03
- syncing these files over from GZDoom
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- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
dd7d661f9a
- explicitly disable mipmapping for indexed textures.
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It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
94d3d643d7
- fixed: the file system's entry count was not updated before rehashing.
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This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
5a5f9b8e02
- backend update from GZDoom.
2020-11-23 15:54:06 +01:00
alexey.lysiuk
07eeba88fa
- fixed incorrect autosegs section addresses on macOS
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It appeared that getsectbyname() returns address stored in executable header as is, i.e. without adjusting it for ASLR
2020-11-14 12:48:39 +02:00
Christoph Oelckers
36479b623d
- re-fixed crosshair scale to only use one CVAR for everything.
2020-11-13 17:56:55 +01:00
sinisterseed
34dfb6c5fc
- fixed crosshair scaling in Exhumed & the other games.
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The problem was that the CVARs operating the scale were different between Exhumed and the other titles, meaning that "crosshairscale" worked in one, but not the others. They have now been split.
Also lowered the default crosshair size as it was too much for Exhumed.
Fixes #180 .
2020-11-13 18:33:18 +02:00
alexey.lysiuk
555007539d
- eliminate dependency on linking order for autosegs registration
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This fixes #164
2020-11-13 09:41:58 +01:00
alexey.lysiuk
6b12514a29
- fixed compilation with MSVC 14.28.29333 from VS2019 16.8.0
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This fixes #175
include\algorithm(7419,1): error C2678: binary '=': no operator found which takes a left-hand operand of type 'const T' (or there is no acceptable conversion) (compiling source file source\common\scripting\jit\jit.cpp)
include\algorithm(7419,17): error C3892: '_First': you cannot assign to a variable that is const (compiling source file source\core\searchpaths.cpp)
2020-11-12 11:38:53 +02:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
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I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
3558289d70
- give forward declared enum a type.
2020-11-10 21:44:15 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
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This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
40358febc1
- changed render interface to resolve textures to materials in the backend.
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This is needed to have a unified spot where to resolve textures for both 2D and 3D.
2020-11-10 09:08:48 +01:00
Christoph Oelckers
918425469a
- fixed crosshair setup.
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Fixes #168
2020-11-09 17:20:14 +01:00
Christoph Oelckers
5d77b1fd25
Merge branch 'master' into witchaven2
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# Conflicts:
# source/core/packet.h
# wadsrc/static/menudef.txt
2020-11-08 10:44:19 +01:00
Christoph Oelckers
4e6e564e14
- silenced message about missing function prototypes for exports.
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This is necessary to later separate the games' script content from each other because there'd be lots of unprototyped functions otherwise.
2020-11-05 18:59:21 +01:00
Christoph Oelckers
1a300aa220
- fixed GC crash with new statusbar code.
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It looks GZDoom never run in the case where using Create<> to create an object this left a pointer uninitialized.
To be safe, use Calloc instead of Malloc to get the memory for the new object so that everything is nulled.
2020-11-03 06:51:42 +01:00
Christoph Oelckers
fd3303ab2b
- set up the Witchaven specific controls and their menu entries.
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Sorry, no text file yet.
2020-10-31 14:07:43 +01:00
Christoph Oelckers
f09db4c943
- fixed issues with the skill menu.
2020-10-31 14:07:41 +01:00
Christoph Oelckers
82f23a4733
- implemented the sound system for Witchaven.
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The sound system itself is as primitive as it can get, the main change was to link sounds to sprites and not just their coordinates.
2020-10-31 14:07:37 +01:00
Christoph Oelckers
2bebe0fa6a
- the WH intro movies are playing now.
2020-10-31 14:05:01 +01:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
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# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
f341fbc1fb
- backend update.
2020-10-28 21:46:43 +01:00
Christoph Oelckers
5abc5c0509
- option menu positioning fix.
2020-10-25 17:11:45 +01:00
Christoph Oelckers
7dda316391
- define console background for Blood.
2020-10-25 15:31:20 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
74df8f55da
- moved c_console.cpp to 'common'.
2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
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The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
aeda977bc2
- fixed incomplete font initialization.
2020-10-24 21:02:00 +02:00
Christoph Oelckers
c33525381e
- undid the native part of GetFullscreenRect because the functions are not compatible.
2020-10-24 18:13:45 +02:00
Christoph Oelckers
c82d9d2908
- backend update from GZDoom.
2020-10-24 17:30:47 +02:00
Christoph Oelckers
c2828fe2e3
fixed undefined end of list behavior of iterators
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Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Christoph Oelckers
bc0a55de41
- backend update.
2020-10-17 16:01:31 +02:00
Christoph Oelckers
197a5f642a
- properly delete backing images in the texture manager.
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Although the images themselves are automatically taken down, any memory they allocate is not - and some of the special tile classes do need dynamic storage.
2020-10-15 20:22:41 +02:00
Mitchell Richters
38c0af4d34
- D_AddFile()
: Check the existence of the file before enumerating entire directory to find it as input might be coming in correctly.
2020-10-15 06:50:41 +11:00
Mitchell Richters
be42a6e28d
- Amend 9d84f92c0e
to just do true case-insensitivity.
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* adding /home/mrichters/.config/raze/Blood/sOuNdS.rFf, 1747 lumps
2020-10-14 20:18:53 +11:00
Mitchell Richters
9d84f92c0e
- Amend bce15428d5
to only check case on the filename, not the full path.
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* Still to be tested when I get home, but need it committed to get it off my laptop anyway.
2020-10-14 18:58:55 +11:00
Christoph Oelckers
25d79285a3
- added the resource file name to the listmaps printout.
2020-10-14 01:13:36 +02:00
Christoph Oelckers
817fa8aba3
- save the entire engine state as JSON.
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The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
bdc1f66131
- missed an include.
2020-10-12 20:30:12 +02:00
Christoph Oelckers
bce15428d5
- for Unix-like systems, check added resources for lower and uppercase variants if the specified one cannot be found.
2020-10-12 20:01:40 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
47e452f452
- fixed the real issue for the sound problems and reverted the last commit.
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It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Christoph Oelckers
820b37721b
- moved tab completion code into 'common' as well.
2020-10-11 00:08:07 +02:00