Commit graph

363 commits

Author SHA1 Message Date
Christoph Oelckers
921f4e54d9 - made a slash for the ammo display in Blood. 2020-09-02 00:45:27 +02:00
Christoph Oelckers
35b14753e7 - "alternative weapon" should be active in all games except Exhumed. 2020-09-01 21:30:22 +02:00
Christoph Oelckers
8905c5ee26 - fixed Exhumed inventory menu strings.
Fixes #295
2020-08-31 20:59:29 +02:00
Christoph Oelckers
678b8223a9 - fixed some errors in the keybind definitions.
Fixes #291
2020-08-31 20:19:41 +02:00
Christoph Oelckers
fcdf2d7bd7 - "Smooth mouse movement" referenced the wrong CVAR.
Fixes #290
2020-08-31 20:05:17 +02:00
Christoph Oelckers
2f05a93547 Merge branch 'Packet' into back_to_basics2
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/gameloop.cpp
#	source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
30c15c11f2 - added the missing slash for the ammo display for Shadow Warrior's BigFont.
The also added percent and backslash were just waste products of its creation.
2020-08-30 20:50:54 +02:00
Christoph Oelckers
7af36ab6f9 - added a menu option for cl_showmagamt. 2020-08-30 20:36:49 +02:00
Christoph Oelckers
56d0647412 - migrated the last 3 remaining UI controls to CCMDs. 2020-08-29 17:49:15 +02:00
Mitchell Richters
be33872b42 - Blood: Implement WeaponSel_Alt for game. 2020-08-29 22:51:20 +10:00
Mitchell Richters
51a08fbaf3 - Duke: Implement WeaponSel_Alt for Duke and RR. 2020-08-29 21:27:58 +10:00
Christoph Oelckers
43de0d8312 - consolidation of inventory item activation through hotkeys.
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Christoph Oelckers
d05c839d79 - Exhumed only has 7 weapon slots.
Fixes #266.
2020-08-26 17:12:42 +02:00
Christoph Oelckers
c7f5f05e14 - cleaned up gamecvars.cpp and deleted a large amount of unused ones. 2020-08-26 17:05:17 +02:00
Christoph Oelckers
5df0a7241f - disabled a few menu options for unsupported features in Exhumed.
Fixes #255
2020-08-25 20:40:30 +02:00
Christoph Oelckers
a0e4d6f62c - implemented proper scaling support for the notify display - both the classic and advanced variant. 2020-08-25 18:03:15 +02:00
Christoph Oelckers
fef7608705 - made a few fixes for the fullscreen HUD in Nam:
* the font was placed too low
* the Duke health icon is not a health icon in this game so it had to be exchanged for something proper.
2020-08-24 22:12:56 +02:00
Christoph Oelckers
e7c58a5b29 - make hud_scale a floating point CVAR. 2020-08-24 21:48:47 +02:00
Christoph Oelckers
a5e798289b - add message scale value display to the menu.
Fixes #240
2020-08-24 20:47:43 +02:00
Christoph Oelckers
9bfea796df - fixed menu entries for automap bindings. 2020-08-24 20:37:29 +02:00
Christoph Oelckers
f1a988b221 - make use of map bindings
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
41a1120033 - added a native style display mode to the notification message display.
Fixes #9
2020-08-23 22:39:53 +02:00
Christoph Oelckers
1a0e413d5c - use CCMDs for Exhumed's input where applicable.
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
5c7b613aa7 - reworked the main loop. 2020-08-23 12:26:52 +02:00
Christoph Oelckers
6b1d6a44d7 - exported the item pickup messages to the string table and use the global 'nomonsters' flag. 2020-08-22 20:14:00 +02:00
Christoph Oelckers
bddd196539 - ported the credits screen. 2020-08-22 19:50:04 +02:00
Christoph Oelckers
d94077f833 - exported cinema texts to the string table as well. 2020-08-22 18:30:48 +02:00
Christoph Oelckers
0843f5f04a - ported the final level's text screen and exported its text to the string table. 2020-08-22 18:12:19 +02:00
Mitchell Richters
5cb3562bc1 Merge remote-tracking branch 'Raze-coelckers/master' into back_to_basics2 2020-08-21 15:16:31 +10:00
Christoph Oelckers
78bfbdb253 - Exhumed status bar work.
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Christoph Oelckers
a8b0839592 - switch SW to CCMD based input. 2020-08-16 16:00:40 +02:00
Christoph Oelckers
ef78e8602a - major cleanup and consolidation of the screen/hud resizing code.
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
6a10a7f266 - changed the rules for dimming the menu to be more clear
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.

Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Mitchell Richters
5b91a11404 - Blood uses 'beastvision', not 'nightvision'.
Fixes #152.
2020-08-11 07:51:28 +10:00
Christoph Oelckers
f6162899de - Blood uses 'jumpboots', not 'jetpack'. 2020-08-10 20:09:10 +02:00
Mitchell Richters
9da9e97d07 - fix remaining Blood keybindings after CCMD migration.
Fully Fixes #135.
2020-08-10 23:09:34 +10:00
Mitchell Richters
1cdc5c820f - fix Blood keybindings after CCMD migration.
Fixes #135.
2020-08-10 23:05:56 +10:00
Mitchell Richters
57ad048031
- fix LCtrl bindings in wadsrc keybind preset files. (#73)
* Renamed LCtrl to Ctrl. Without these changes, the keybinds for LCtrl in the changed keybind preset files weren't binding.
2020-08-08 01:20:28 -04:00
Christoph Oelckers
3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers
00ecea47aa - use CCMDs for input in Blood where appropriate. 2020-08-02 20:44:37 +02:00
Christoph Oelckers
e211c7c91f - fixed module sample rate menu option
Fixes #79
2020-07-30 23:32:02 +02:00
Christoph Oelckers
0958bccade Disabled all adult censoring in Duke and RR.
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
7e8688ae2d - fixed snd_channels menu entry.
Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
4836744d26 - language update. 2020-07-26 23:27:39 +02:00
Christoph Oelckers
c0d46f6a69 - implemented proper scaling for the status bar.
Addresses #2.
2020-07-26 23:06:27 +02:00
Christoph Oelckers
07a7cade70 - removed dead weaponswitch variable 2020-07-26 17:55:22 +02:00
Christoph Oelckers
9b37489e3a - fixed option menu binding command and removed scoreboard until MP is working again
Fixes #26
2020-07-26 12:47:51 +02:00
Christoph Oelckers
d2a4b4eef9 - replaced the alias names for some tiles with their numbers in Menudef.
Fixes #1 It is not worth reimplementing the alias mechanism for a mere 3 names here.
2020-07-26 09:29:33 +02:00
Mitchell Richters
34c324e9c2 - fix binding for toggle cl_autorun. Fixes #6. 2020-07-26 14:31:14 +10:00
Mitchell Richters
41ba78cc23 - fix binding for centerview. Fixes #5. 2020-07-26 14:18:27 +10:00
Christoph Oelckers
d10bf41b03 - removed some obsolete stuff. 2020-07-24 19:44:05 +02:00
Mitchell Richters
cb050dbac9 - get rid of Redneck Deer Huntin' from engine\grpinfo.txt since the game isn't supported.
* Removes error in startup log for line #351.
2020-07-24 22:26:06 +10:00
Mitchell Richters
54d73ce9f8 - fix 'Quick Turn' for Duke. 2020-07-23 14:05:36 +10:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
38751d19ac - changed all SYNCINPUT #defines into runtime checks so that both parts can be used and consolidated the 4 versions of the SeaSick code. 2020-07-16 17:59:25 +02:00
Christoph Oelckers
a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers
e833360b65 - ported the level stats display to be game independent. 2020-07-02 23:56:22 +02:00
Christoph Oelckers
247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +02:00
Christoph Oelckers
197a35291a - added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
67fa7f8275 - work on Duke intro sequence.
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers
0596078978 - prepared folder for merging. 2020-06-21 22:18:12 +02:00
Christoph Oelckers
e29eb5bbed - added some ZScript basics.
This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
95b4340eec - initial palette shader work. 2020-06-17 12:26:01 +02:00
Christoph Oelckers
b753ea5db7 - preparations for passing palette lookup textures through the low level texture code. 2020-06-17 12:26:01 +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
6a9f1e9da1 - removed the old OpenGL interface. 2020-06-12 00:25:52 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +02:00
Christoph Oelckers
a9141af545 - backend update. 2020-06-11 09:15:44 +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
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
9fc5f2d2e7 - some shader cleanup.
I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
2020-06-07 10:15:31 +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
353e3eb1fa - fixed RRRA E2L1 fog. 2020-06-07 08:24:12 +02:00
Christoph Oelckers
3adfdfcac5 - renamed a few more things in the shader. 2020-06-07 08:16:04 +02:00
Christoph Oelckers
232b0c1bb6 - store the lighting related uniforms in a GZDoom-style LightParms vec4. 2020-06-06 00:44:57 +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
b15cc31a38 - transitioned matrix setup to use the backend's uniform buffer implementation. 2020-06-04 20:14:48 +02:00
Christoph Oelckers
8430658cc5 - fixed texture filter menu entry. 2020-06-02 17:12:10 +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
bd0c8acd46 - replaced detail matrix with a two element scale vector because that is all that is needed. 2020-05-31 12:23:35 +02:00
Christoph Oelckers
2841154683 - moved code around, got a few more utilities from GZDoom. 2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6 - another backend update, pulling in the sky renderer. 2020-05-31 10:32:10 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +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
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
c403bc4a67 - don't double-multiply with alpha.
# Conflicts:
#	wadsrc/static/engine/shaders/glsl/polymost.fp
2020-05-24 16:46:08 +02:00
Christoph Oelckers
6a8efb7520 - update of music code, in particular separating the engine-specific lookup from the backend.
# Conflicts:
#	source/core/music/music.cpp

# Conflicts:
#	source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
c70d3b5b79 - fixed bad text macros. 2020-05-22 18:55:23 +02:00
Mitchell Richters
355ef884c8 Menudef: Polympost -> Polymost. 2020-05-22 16:42:35 +02:00
Mitchell Richters
e777225093 - fix keybind for 'TurnAround' (Turn_Around > TurnAround) in line with recent changes. 2020-04-13 23:59:46 +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
ac07af7028 - m_png.cpp is common. 2020-04-12 08:30:42 +02:00
Christoph Oelckers
8e87674d4c - backend code matching with GZDoom 2020-04-12 08:30:40 +02:00
Mitchell Richters
27dd91a18d Menu System: Fix mouse sensitivity slider not working. 2020-04-02 08:18:23 +02:00
Christoph Oelckers
55922933bb - added to contributor credits. 2020-04-01 22:35:56 +02:00