Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691
- YAX is also gone now.
2020-07-14 16:06:14 +02:00
Christoph Oelckers
1d9d1396ac
- got rid of print.h (a.k.a. 'how not do design a text formatting library'.)
2020-07-14 15:41:19 +02:00
Christoph Oelckers
117e78cb3b
- removed clipshape feature as it is a feature of modern EDuke32 maps only.
2020-07-14 15:36:25 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
...
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b
- got rid of the struct trackers.
...
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
481ac965cf
- reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
...
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
cfe1e531c5
- activated the newly added render code and deleted the old one.
2020-07-05 21:21:39 +02:00
Christoph Oelckers
8a1206edbc
Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2
2020-07-05 11:55:41 +02:00
Mitchell Richters
bbacc9e816
- factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
...
* Changes performed in 0bd460d9e3
didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379
or d80a32d379
, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
c09b4896a6
- made RR summary screens work.
2020-07-01 22:14:11 +02:00
Christoph Oelckers
fc017f5868
- removed unused editwall variable.
2020-06-26 20:28:57 +02:00
Christoph Oelckers
e146e73345
- consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
...
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Mitchell Richters
291475eeb5
- simplify visibility calculation from changes performed in d80a32d379
.
...
* Achieves the exact same result in a cleaner fashion.
2020-06-23 14:16:42 +02:00
Christoph Oelckers
56834dee6b
- 2D animation fix.
2020-06-22 00:27:11 +02:00
Christoph Oelckers
4c00e4cf7c
- got rid of the old precaching code.
...
# Conflicts:
# source/games/duke/src/zz_premap.cpp
2020-06-22 00:07:25 +02:00
Christoph Oelckers
e3153f143d
hudweapon
...
# Conflicts:
# source/build/src/engine.cpp
2020-06-22 00:05:07 +02:00
Christoph Oelckers
f56a8360b0
- spawnglass functions and fta_sounds.
2020-06-21 23:23:21 +02:00
Christoph Oelckers
c8cb0e4efd
- the beginning of sector.cpp
...
The math backend functions have been moved out of Build because they originally have a good license.
# Conflicts:
# source/build/src/mdsprite.cpp
# source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Mitchell Richters
d80a32d379
- fix render visibility calculation following changes in 0bd460d9e3
.
...
* Output from PrintVis() in 9dfd3ddd02
showed resulting global visibility as 0.078125.
* Following 0bd460d9e3
, resulting global visibility shown as 0.041667.
* Scaling g_visibility by (8.f / 15.f) (0.533333) restores resulting global visibility to 0.078125.
2020-06-21 10:12:54 +02:00
Mitchell Richters
3325ef272e
- make r_ambientlight work globally for all games by performing adjustment engine-side.
2020-06-21 10:12:54 +02:00
Richard C. Gobeille
d28929c437
engine: add klabs() back into ksqrtasm_old()
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
4128fd62c7
engine: set g_loadedMapVersion in engineLoadBoardV5V6()
...
# Conflicts:
# source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
1cab7b9765
engine: add divideu64()/divideu64_noinline()
2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765
Fix 3D model animation depending on the number of sprites present on the map.
...
Fixes terminx/eduke32#64 .
2020-06-17 12:26:03 +02:00
Christoph Oelckers
2a29dbf793
- use backend independent code to render the camera textures.
2020-06-14 21:57:21 +02:00
Christoph Oelckers
946da7d622
- moved the textures used for the animations into the texture manager.
...
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
67b1963e7c
- fixed render state management.
...
There are effectively two states - the one in the backend and a local one in the drawer for the render list which is supposed to eliminate some of the more costly repeated calls.
This higher level state was cached globally, which did not work anymore because the real render state could be changed elsewhere without this code realizing it.
All this means that the render list drawer must create a new state cache for each call and also must apply its current pending render state before leaving to ensure that everything is properly reset.
2020-06-12 22:32:49 +02:00
Christoph Oelckers
f2d075e0d0
- code cleanup.
2020-06-12 00:37:40 +02:00
Christoph Oelckers
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00
Christoph Oelckers
ba397f5ca1
- always draw floors opaque
2020-06-11 23:55:23 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Christoph Oelckers
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +02:00
Christoph Oelckers
4c6abe1bb9
- pass the shade through the 2D drawer, so that palette emulation can still use it.
2020-06-07 14:50:12 +02:00
Christoph Oelckers
b6d204a88b
- fixed: Weapons are part of the scene and always need to be rendered with the global base palette.
2020-06-07 13:50:41 +02:00
Christoph Oelckers
f2a637418d
- moved palette.cpp out of Build folder.
2020-06-07 13:06:18 +02:00
Christoph Oelckers
3fe4dbed01
- fixed fog translation table generation.
2020-06-07 12:51:26 +02:00
NY00123
6a70389f1d
Let's just use __fastcall instead of LUNATIC_FASTCALL
...
# Conflicts:
# source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
dba06d9601
Engine: Remove the LUNATIC-specific definitions
...
of engine_main_arrays_are_static, engine_v8 and Mulscale.
# Conflicts:
# source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
Richard C. Gobeille
a0876223ab
Assignments
...
# Conflicts:
# source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Christoph Oelckers
09e31fd5f4
- disabled sky texture clamping because it never really worked.
2020-06-07 10:14:32 +02:00
Christoph Oelckers
60d7f4f7c2
- got rid of the RF_NPOTEmulation flag.
...
This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
f159496f6e
- moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
...
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
0bd460d9e3
- split up the visibility factor into a scene specific and an element specific part.
...
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
Christoph Oelckers
9dfd3ddd02
- migration of texture tinting to GZDoom's version.
...
- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c
- start renaming uniforms to match GZDoom.
...
Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
cf6855904d
- took projection and view matrix out of the render state.
...
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
7638ead1c8
- simplified the texture sampler setup.
...
DAMETH_CLAMPED was redundant and only causig problems.
2020-06-02 16:55:02 +02:00
Christoph Oelckers
080333311c
- removed polymost_dorotatespritemodel.
...
Models are inoperable right now anyway so this would never get called, but it does a few things that would cause problems with refactoring the backend code.
2020-06-01 11:28:07 +02:00
Christoph Oelckers
350acd2ac3
- scale the vertex coordinates that get output to the hardware by 1024.
...
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
ab2686db34
- camtex transition
2020-05-31 21:43:32 +02:00
Christoph Oelckers
c26b6cdf59
- backend sync with GZDoom.
2020-05-31 21:25:52 +02:00
Christoph Oelckers
611dad7f69
- added the softpoly and Vulkan backend code fron GZDoom.
...
Not hooked up yet.
2020-05-31 10:53:11 +02:00
Christoph Oelckers
1d15fe63a6
- another backend update, pulling in the sky renderer.
2020-05-31 10:32:10 +02:00
Christoph Oelckers
1e2a3da5fd
- video base code unified.
...
# Conflicts:
# source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
nukeykt
714ed1ecdd
Engine: fix sprite sorting issue that caused broken voxel rendering in polymost
2020-05-30 23:28:41 +02:00
Christoph Oelckers
5728241c1c
- updated backend from GZDoom.
2020-05-30 23:10:17 +02:00
Christoph Oelckers
ea08fa0a4e
- updated common code.
...
Most of what got added is still unused.
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00
Christoph Oelckers
423f758314
- texture code restructuring.
2020-05-30 21:42:35 +02:00
Christoph Oelckers
cdcb25bc1f
- use high level textures to render voxels.
2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f
- texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system.
2020-05-29 23:33:26 +02:00
Christoph Oelckers
2c94b2bb6d
- split texture selection from binding.
2020-05-29 21:53:28 +02:00
Christoph Oelckers
1bc744b77b
- moved hictinting data into the lookup tables.
2020-05-29 20:15:42 +02:00
Christoph Oelckers
66809ca9f4
- fixed indexed display of 2D content.
2020-05-29 16:46:36 +02:00
Christoph Oelckers
87a87c155d
- moved to GZDoom's gl_hwtexture.cpp.
2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d
- some hackery to make the camera textures in DN3D work again.
...
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5
- use GZDoom's gl_samplers.cpp
2020-05-28 23:48:50 +02:00
Christoph Oelckers
362be65060
- removed FHardwareTexture's mSampler member.
...
This was a mostly unused relic of early development, the few places using it were static sampler settings.
2020-05-28 21:45:33 +02:00
Christoph Oelckers
5e93b8f3e7
- fixed transparent color.
2020-05-28 08:31:08 +02:00
Christoph Oelckers
a3e6829817
- fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets.
2020-05-27 23:30:36 +02:00
Christoph Oelckers
193b940eef
- palette code cleanup.
2020-05-27 22:19:02 +02:00
Christoph Oelckers
7109ce4e30
- made some changes to the font and texture system to allow late loading of the palette.
...
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.
Thid fixes the slider graphics in the option menus.
# Conflicts:
# source/core/gamecontrol.cpp
# Conflicts:
# source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00
Christoph Oelckers
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59
- use GZDoom's 2D drawer.
...
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
1d065085d4
- fixed some palette issues
2020-05-25 00:46:46 +02:00
Christoph Oelckers
94cb36ae53
- removed helper #ifdefs.
2020-05-25 00:33:25 +02:00
Christoph Oelckers
758e4ad7cb
- stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
...
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b
- fix compilation.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
531c68edfe
- use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
...
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
a70b7fa698
- use the texture manager to handle texture data.
2020-05-24 23:26:47 +02:00
Christoph Oelckers
6bffdf80a1
- finally managed to merge in the original texture system commit.
...
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
53891004a0
- fixed compilation
2020-05-24 22:37:50 +02:00
Christoph Oelckers
e6b94d35ff
- reorganized how BuildTiles stores its data.
...
Arrays of struct are better than struct of arrays.
2020-05-24 15:02:20 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
db4850a028
- added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index.
2020-05-24 10:30:09 +02:00
Christoph Oelckers
0c029750b6
- moved hightile replacements out of the texture class.
2020-05-24 08:47:45 +02:00
Christoph Oelckers
498b19873d
- split up textures.h.
2020-05-24 07:58:56 +02:00
Christoph Oelckers
da26d1cec4
- more trivial adjustments.
2020-05-24 00:38:10 +02:00
Christoph Oelckers
00e7b2fa25
- simple stuff from the texture manager inclusion commit.
...
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ab6e87b5f8
- workaround for Ion Fury display glitches on the first map.
...
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
2703823ac4
- fixed palette setup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
2d29d130c0
- fixed Blood startup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
b8a289bf61
- move brightmap handling to the common code.
...
# 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
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
...
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +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
8b0da35cb8
Avoid warnings when defining only extra in tilefromtexture
...
# Conflicts:
# source/build/src/defs.cpp
2020-05-22 17:30:52 +02:00
nukeykt
1ef8df0a4c
Blood: Fix model yoffset
2020-05-22 17:29:50 +02:00
sirlemonhead
19ab05655b
Prevent invalid array index in polymost_spriteIsModelOrVoxel()
...
# Conflicts:
# source/build/src/polymost.cpp
2020-05-22 17:22:18 +02:00
Richard C. Gobeille
e2d79b4682
engine: add yax_getflorzofslope() and yax_getceilzofslope()
2020-05-22 17:01:36 +02:00
Richard C. Gobeille
3ab314e95a
engine: make cliptestsector() (used by clipmove(), etc) TROR aware
...
This is intended to help with issues where enemies get stuck in thin TROR layers.
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 17:00:55 +02:00
Richard C. Gobeille
f5788c331e
Clarify clipupdatesector() log message a bit
...
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 16:52:08 +02:00
Christoph Oelckers
bad17f29e0
- made some tweaks to the anti-z-fighting code in Polymost.
...
It now picks the minimum of the current formula and the one from before June 2017 - the current one was causing problems with sprites in the distance so now the old one is used as an upper bound.
2020-05-22 16:27:45 +02:00
NY00123
6fcb8f7a6a
Add gethiq16angle and the getq16angle wrapper to the engine
2020-05-21 18:47:37 +02:00
Mitchell Richters
3749a89d6a
Build: Change renderSetRollAngle() to take a float and not an int32_t.
2020-05-13 15:12:44 +02:00
Christoph Oelckers
e6031654f2
- uncommented the compatibility case in updatesector.
...
In the RedNukem frontend this was causing view interpolation glitches, this probably should be disabled a bit more targeted but right now I do not know yet which call causes the problem
2020-05-04 00:03:51 +02:00
Mitchell Richters
4654fd648d
Renderer: Disable models by default since they're not supported currently.
...
- Better to see sprites in HRPs than nothing on-screen.
2020-04-14 00:00:23 +02:00
Christoph Oelckers
156a225ff4
- renamed global palookup variable.
...
Since the same word gets used in text messages and local variables in the game code it is easier this way to search for it and facilitate its transition to the translation table management in PaletteContainer.
2020-04-13 23:58:46 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
d46ea7481f
- handle RRRA E1L2's fog in the shader instead of hacking the shade tables.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
4d1d90d712
- use a global constant for the transparent palette index instead of hardcoding it to the 255 literal everywhere.
...
- added the needed glue to allow palettecontainer.cpp to compile.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
797640c494
- use ZDoom's memory allocation wrapper instead of EDuke's.
...
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
NY00123
3610609659
Add a workaround for possible rounding errors in calculations of
...
sintable and radarang. sintable[512] was different in a 32-bit build.
From-SVN: r8796
2020-04-08 00:38:48 +02:00
Christoph Oelckers
5af0217db7
- got rid of the software rendering blend tables.
2020-03-29 17:23:57 +02:00
Christoph Oelckers
41545b644a
- cleaned out most of the software renderer's static global variables.
2020-03-29 16:59:49 +02:00
Christoph Oelckers
7392b699e4
- cleaning out a few more parts of the software renderer.
2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770
- removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
...
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da
- stripped out most of the software renderer.
...
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5
- render camera textures with the hardware renderer.
...
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
terminx
4bdffa4f0f
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
...
git-svn-id: https://svn.eduke32.com/eduke32@8727 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:48 +01:00
terminx
8def930980
Replace MERGE_NODES macro with vsmerge() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8715 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymost.cpp
2020-03-20 17:31:21 +01:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
Christoph Oelckers
b3c1d5001e
- used double frame buffering for VPX playback.
...
With a single buffer this tends to run into situations where an unrendered texture gets deleted before it is drawn.
2020-03-05 20:56:41 +01:00
nukeykt
2bf65c9108
Exhumed: Use old ksqrt implementation
2020-03-04 17:57:15 +01:00
Christoph Oelckers
348325c879
- removed some editor-only code from engine.cpp
2020-03-01 19:12:18 +01:00
hendricks266
da6c7ddab5
Add mhkreset maphack command
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8644 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:47 +01:00
hendricks266
dc2d6a098e
Fix mdpivxoff and mdpivyoff commands
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8643 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:23 +01:00
Christoph Oelckers
39c96d58c6
- fixed bug with wallsprite calculation trashing angles of voxel sprites.
...
Fix was missed from upstream due to a merge conflict.
2020-02-22 16:56:20 +01:00
Christoph Oelckers
cc872c79fc
- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
...
This looks like it fixes a few render glitches.
2020-02-15 21:36:29 +01:00
Christoph Oelckers
4d45117ca5
- removed pointless and non-functional null check
...
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
286d53d3bf
- added the missing handling for the basepal tinting.
2020-02-11 20:55:47 +01:00
Christoph Oelckers
744bd67616
- removed redundant check.
2020-02-11 18:26:58 +01:00
terminx
ff3ec2e66b
Re-enable ignoring 256 units of curb when clipping against ceilings
...
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.
git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
5a13be1f7b
Avoid overflow in clipmove()
...
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
Christoph Oelckers
e2457d104b
- fixed: Voxels did not explicitly set their palette and took the last one set.
2020-02-10 22:05:53 +01:00
Christoph Oelckers
4e58265d21
- disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
...
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
Christoph Oelckers
c53d9cfc3a
- reworked voxel texture generation to use the backend's palette manager.
...
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
91b9ce54e4
- use a dedicated flag for defined hightile tints so that the shader can use them.
2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59
- always recalculate the projection matrix.
...
Trying to cache this is not useful, it barely saves time and was causing display errors.
# Conflicts:
# source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00
Christoph Oelckers
215cb14401
- use a non-0 depth bias for sprites.
...
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
2020-02-06 18:44:06 +01:00
Christoph Oelckers
dbc958baeb
- fixed swapped color channels in the tinting part of the shader.
2020-02-05 20:02:50 +01:00