Commit graph

11058 commits

Author SHA1 Message Date
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
aa67875792 - enabled r_shadows in Blood.
This was the only game not allowing to switch off the shadows.
2020-06-12 21:46:24 +02:00
Christoph Oelckers
9b03537f3a - fixed shadows in Shadow Warrior.
They use a shade of 127 which wasn't clamped to a valid range in the backend.
2020-06-12 21:40:49 +02:00
Christoph Oelckers
65ddb6cb59 - disabled the game side frame limiter.
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00
Christoph Oelckers
1311db9ac9 - changed all places clearing the screen in 2D display code to use the 2D drawer's ClearScreen method. 2020-06-12 20:52:01 +02:00
Christoph Oelckers
60b18c7ec9 - Blood: use the 2D drawer to clear the screen for 2D display. 2020-06-12 20:31:23 +02:00
Christoph Oelckers
4f0e3adfbb - removed pointless constexpr declaration on numeric constants. 2020-06-12 16:49:35 +02:00
Christoph Oelckers
3b7f494a88 Merge branch 'master' of https://github.com/coelckers/Raze 2020-06-12 16:44:14 +02:00
Mitchell Richters
d79a5d256d - fix joystick scaling for all games.
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
alexey.lysiuk
a54e892743
- fixed Win32 CI build by forcing internal ZLib
64-bit ZLib is now in search paths after the last virtual machine update
2020-06-12 06:57:40 +03:00
Christoph Oelckers
6ececaec40 - include cleanup 2020-06-12 00:43:40 +02:00
Christoph Oelckers
a419181c36 - simplified screenshot code. 2020-06-12 00:39:06 +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
Mitchell Richters
76884c1e18 - fix CI build errors in vk_shader.cpp for all platforms due to missing terminator on #ifdef guarded line. 2020-06-11 13:17:12 +03:00
Christoph Oelckers
f92d775ddb - fixed bad includes. 2020-06-11 09:57:17 +02:00
Christoph Oelckers
a9141af545 - backend update. 2020-06-11 09:15:44 +02:00
Christoph Oelckers
f41e0f9f50 - copied non-x86 compile fix from GZDoom. 2020-06-09 00:13:28 +02:00
Christoph Oelckers
17e1e4175e - switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
2020-06-08 08:16:50 +02:00
Christoph Oelckers
5cbe9fc49c - added NPOT emulation to the backend.
This is #ifdef guarded because GZDoom uses the same code base but has no use for this feature.
2020-06-08 08:02:58 +02:00
Christoph Oelckers
a6545788a6 - do RR's lightning flash as a postprocessing effect. 2020-06-07 22:06:47 +02:00
Christoph Oelckers
5330964a7a - removed redundant initializers. 2020-06-07 15:07:32 +02:00
Christoph Oelckers
d7225c1965 - backend update from GZDoom 2020-06-07 15:02:54 +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
8da6b8796b - made presets work again.
Two fixes:
* fixed file system setup to mark the last main game resource.
* unbind all keys before loading a preset.
2020-06-07 13:35:23 +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
Christoph Oelckers
724c8d4251 - fixed: The full dotted lump filter string was never used.
The code added all partial matches to the file system but not the full match.
2020-06-07 11:55:51 +02:00
Christoph Oelckers
f0d208bf56 - fixed compile error. 2020-06-07 10:46:35 +02:00
Christoph Oelckers
9aa2224110 - remove the remains of Lunatic from RR code. 2020-06-07 10:46:22 +02:00
NY00123
a54d408d59 Duke3D: Remove KEEPINSYNC comments referencing LUA code
# Conflicts:
#	source/duke3d/src/_functio.h
#	source/duke3d/src/duke3d.h
#	source/duke3d/src/game.h
#	source/duke3d/src/global.h
2020-06-07 10:38:55 +02:00
NY00123
ec11d22caf Use static instead of LUNATIC_EXTERN
# Conflicts:
#	source/build/include/build.h
#	source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +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
cca922f023 Engine: Adjust krand for removal of LUNATIC
# Conflicts:
#	source/build/include/build.h
#	source/build/src/engine.cpp
2020-06-07 10:35:23 +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
NY00123
3592118e25 source/duke3d/src/actors.h: Remove last remaining mention of the
LUNATIC macro in Duke3D. AC_ACTIONTICS and AC_MOVFLAGS are still used.
2020-06-07 10:34:13 +02:00
NY00123
ea06e35025 source/duke3d/src/osdcmds.cpp:osdcmd_spawn: Remove
LUNATIC-specific code while defining the two loop vars at once.

# Conflicts:
#	source/duke3d/src/osdcmds.cpp
2020-06-07 10:34:12 +02:00
NY00123
40abf17f2f Duke3D: Remove a few more LUNATIC-specific definitions and macro references 2020-06-07 10:33:53 +02:00
NY00123
db71bb9ba7 source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
# Conflicts:
#	source/duke3d/src/gamevars.cpp
2020-06-07 10:33:40 +02:00
NY00123
6a4960c774 source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this
is a no-op in non-LUNATIC builds, which will be the only ones to stay.
2020-06-07 10:33:18 +02:00
NY00123
fe020facf9 source/duke3d/src/player.cpp: Remove LUNATIC implementation of
G_HandlePal. In fact, let's not use a separate P_HandlePal function.
2020-06-07 10:33:17 +02:00
NY00123
a1bfbb0b21 source/duke3d/src/premap.cpp:P_ResetTintFade: Remove LUNATIC-specific
assignment, but keep the function instead of separately setting pals.f.
2020-06-07 10:33:17 +02:00
NY00123
c93ec9e405 source/duke3d/src/network.cpp: Remove LUNATIC-specific code 2020-06-07 10:33:17 +02:00
NY00123
7cf7ccfd05 source/duke3d/src: Remove almost all "#ifdef LUNATIC" blocks.
Surrounding "#if !defined LUNATIC"/"#endif" pairs are also covered.

# Conflicts:
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/cmdline.cpp
#	source/duke3d/src/demo.cpp
#	source/duke3d/src/duke3d.h
#	source/duke3d/src/game.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/gamedef.cpp
#	source/duke3d/src/gamedef.h
#	source/duke3d/src/gameexec.cpp
#	source/duke3d/src/gameexec.h
#	source/duke3d/src/gamevars.cpp
#	source/duke3d/src/gamevars.h
#	source/duke3d/src/namesdyn.cpp
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/premap.cpp
#	source/duke3d/src/savegame.cpp
#	source/duke3d/src/savegame.h
#	source/duke3d/src/sbar.cpp
#	source/duke3d/src/screens.cpp
2020-06-07 10:33:16 +02:00
NY00123
1a1039a2d3 Fix a possible jitter upon changing the player's action
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.

This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
2020-06-07 10:19:49 +02:00
NY00123
039458d14d sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
2020-06-07 10:19:48 +02:00
NY00123
ce2aee49df SW: This should hopefully be a better way of fixing the lack of
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).

Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.

# Conflicts:
#	source/sw/src/track.cpp
2020-06-07 10:19:48 +02:00