Christoph Oelckers
3455610031
- base palette cleanup.
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Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
3ba5ca46c9
- fixed font alignment in Blood
2020-08-10 21:14:42 +02:00
Mitchell Richters
db6d2e4d89
- fix cl_viewbob()
for Blood.
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Fixes #134 .
2020-08-10 22:08:44 +10:00
Christoph Oelckers
825b286424
- removed some redundant parts in level.cpp
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Let's use the underlying data directly.
2020-08-03 19:11:48 +02:00
Christoph Oelckers
5704c57fe0
- changed the byte order swappers to use ZDoom's versions
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This is to reduce redundancy, plus, these are native on Windows and macOS.
2020-08-03 19:09:57 +02:00
Mitchell Richters
ae2d2c7948
- interpolate zDelta with higher precision from updated CalcSmoothRatio()
function that returns a double instead of an int.
2020-08-03 09:07:19 +10:00
Mitchell Richters
61820ddef5
- interpolate bobx and boby with higher precision from updated CalcSmoothRatio()
function that returns a double instead of an int.
2020-08-03 08:50:48 +10:00
Christoph Oelckers
4a049c1a4d
- split sprite animation off view.cpp
2020-08-02 19:59:14 +02:00
Christoph Oelckers
e2498a53a9
- split Blood prediction code into its own file.
2020-08-02 19:43:45 +02:00
Christoph Oelckers
a9820abcae
- migrated the remaining 2D content in Blood away from rotatesprite.
2020-08-02 19:00:32 +02:00
Christoph Oelckers
1392f4db01
- handle the view frame with backend features.
2020-08-02 18:02:13 +02:00
Christoph Oelckers
fc390e244f
- background for text screens.
2020-08-02 17:45:03 +02:00
Christoph Oelckers
1150e3ee0d
- removed unused stuff from screen.cpp and deleted screen.h.
2020-08-02 13:54:36 +02:00
Christoph Oelckers
3a32e8840f
- ported Blood's status bar to the Status bar class.
...
Now it allows downscaling just like Duke's.
2020-08-02 13:35:34 +02:00
Christoph Oelckers
b259b94300
- implemented status bar scale control for Blood.
2020-08-02 08:48:23 +02:00
Christoph Oelckers
cc8798f6e2
- preparations for rendering Blood's status bar through the Statusbar class.
2020-08-02 08:39:51 +02:00
Christoph Oelckers
49a25c417b
- split Blood's status bar code off into its own file.
2020-08-01 21:23:33 +02:00
Christoph Oelckers
ec846a3e63
- fixed shadows on Blood's text.
2020-08-01 20:07:32 +02:00
Christoph Oelckers
2f94ae8160
- removed Blood's message display.
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We'll use the common one in c_console from now on.
2020-07-31 21:06:56 +02:00
Christoph Oelckers
a12cdf849e
- fixed text in the menu
2020-07-31 21:05:57 +02:00
Christoph Oelckers
7bf3d5186f
- Blood font refactoring.
2020-07-31 21:05:09 +02:00
Christoph Oelckers
e345bf389f
- removed some inactive pieces of code.
2020-07-28 00:05:56 +02:00
Christoph Oelckers
74c4bbc0e0
- preparations for refactoring Blood's HUD drawer, mainly to pass the palette explicitly to the drawers.
2020-07-27 23:29:10 +02:00
Christoph Oelckers
8a92ecb70c
- some minor reordering of code to only have one call to credLogosDos.
2020-07-27 19:45:34 +02:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
4e3ad09d70
- merged 5 more headers into misc.h.
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These small header files are really counterproductive, file count has already gone down from 143 to 106.
2020-07-27 19:37:17 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
...
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
bbbd7fadbb
- merged several of Blood's smaller headers.
2020-07-27 19:17:13 +02:00
Christoph Oelckers
374a850565
- merged all of Blood's ai state headers together to reduce number of files and include clutter.
2020-07-25 17:56:39 +02:00
Christoph Oelckers
424716bb88
- say goodbye to libdivide!
2020-07-14 20:21:16 +02:00
Christoph Oelckers
f9c03760a3
- removed setuptile DEF command due to the hacky implementation and general uselessness of what can be done with it.
2020-07-14 17:47:11 +02:00
Christoph Oelckers
19ef0cd295
- removed screentext and reverted Blood to its original text output.
2020-07-14 15:25:35 +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
a93ed1e502
Merge branch 'master' into back_to_basics2
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# Conflicts:
# source/blood/src/view.cpp
# source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
Christoph Oelckers
9caf1ead91
- use the common interpolation function for Blood.
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This keeps the main calculation for time difference in one place.
2020-07-14 12:48:56 +02:00
Christoph Oelckers
481ac965cf
- reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
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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
34874d1a21
- migrated displayrest and took the opportunity to un-fuck the palette management.
2020-07-07 04:54:12 +02:00
Christoph Oelckers
8a1206edbc
Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2
2020-07-05 11:55:41 +02:00
Christoph Oelckers
2e98b2f8da
- quote cleanup.
2020-06-30 22:53:15 +02:00
Christoph Oelckers
990cb2acb8
-'shoot' replaced.
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# Conflicts:
# source/build/src/palette.cpp
2020-06-21 23:24:49 +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
Christoph Oelckers
2c2b871083
- fixed texture validation checks.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Christoph Oelckers
aa67875792
- enabled r_shadows in Blood.
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This was the only game not allowing to switch off the shadows.
2020-06-12 21:46:24 +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
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
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
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# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
daa862240d
Blood: Amend how game pauses.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
edb2cb31ee
- backend update with GZDoom model code.
2020-05-31 08:55:00 +02:00