Christoph Oelckers
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51ad64f71e
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- initialize all special tiles to their intended type before starting the game.
This ensures that we have an immutable mapping of tile number to texture ID now.
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2022-12-11 19:43:58 +01:00 |
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Christoph Oelckers
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45690a0e23
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- cleanup of the DrawLine interface,
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2022-10-15 12:10:46 +02:00 |
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Mitchell Richters
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7cef3ac655
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- Restore non-vector F2DDrawer::AddLine() and F2DDrawer::AddThickLine() interfaces.
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2022-10-14 23:55:31 +02:00 |
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Mitchell Richters
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d63fb33dd0
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- Pass DVector2 objects directly through to F2DDrawer::AddLine() and F2DDrawer::AddThickLine() .
* Since all the external code calling through to these methods are built on vectors, makes sense to pass them around by reference.
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2022-10-14 18:19:04 +02:00 |
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Mitchell Richters
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60f5d9b67c
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- Rework some automap functions in prep for floatification.
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2022-10-13 00:59:04 +02:00 |
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Christoph Oelckers
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c2fc7577db
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- cleanup of 3D viewport code.
Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
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2022-08-05 17:04:45 +02:00 |
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Christoph Oelckers
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89e8d7ad58
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- removed all remnants of the softpoly renderer which was never used in Raze.
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2022-08-03 13:27:48 +02:00 |
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Christoph Oelckers
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6591b3b090
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- Backend update from GZDoom.
Mainly new features for 2D drawer and model renderer.
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2022-07-23 12:05:27 +02:00 |
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Mitchell Richters
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9bbb54fe2e
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- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
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2021-12-30 20:30:21 +11:00 |
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Christoph Oelckers
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13306e900d
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- silence some warnings.
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2021-11-06 18:26:47 +01:00 |
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Christoph Oelckers
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9071949a46
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- backend upate from GZDoom
* Vulkan SDK and dependencies updated.
* better interface for buffers in the render backend.
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2021-10-30 09:34:38 +02:00 |
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Christoph Oelckers
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2348dd8848
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- backend update from GZDoom
* GLES backend fixes.
* font colorization fixes.
* option menu spacing fix
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2021-10-07 22:46:45 +02:00 |
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Christoph Oelckers
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bad2c2e55f
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- backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
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2021-08-14 10:04:45 +02:00 |
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Christoph Oelckers
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8a8379f5fc
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- Backend update from GZDoom.
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2021-07-11 09:50:36 +02:00 |
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Christoph Oelckers
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82194bbf6b
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Merge branch 'master' into newrenderer
# Conflicts:
# source/games/exhumed/src/2d.cpp
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2021-04-17 13:22:30 +02:00 |
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Christoph Oelckers
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2942e011bf
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- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
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2021-04-16 21:27:54 +02:00 |
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Christoph Oelckers
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30f4e2b29d
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- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
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2021-03-20 16:20:48 +01:00 |
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Christoph Oelckers
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ba5ede65b8
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- backend update from GZDoom.
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2021-02-26 19:06:10 +01:00 |
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Christoph Oelckers
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c96e04e6c9
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- backend update from GZDoom.
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2021-02-12 14:44:54 +01:00 |
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Christoph Oelckers
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e7ab4cd176
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- backend update from GZDoom.
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2021-01-29 13:20:00 +01:00 |
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Christoph Oelckers
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94892cc1f8
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- set up the main menu background as default console background for Duke and its offspring games.
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2020-10-25 15:06:06 +01:00 |
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Christoph Oelckers
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c82d9d2908
|
- backend update from GZDoom.
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2020-10-24 17:30:47 +02:00 |
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Christoph Oelckers
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53980787b6
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- added global offset for 2D drawer.
This is needed to handle Duke's scrolling menus transparently to the menu code.
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2020-10-05 01:42:47 +02:00 |
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Christoph Oelckers
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c61a2c3486
|
- enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
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2020-09-13 23:14:44 +02:00 |
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Christoph Oelckers
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e0b4dde3cd
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- fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
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2020-09-05 15:59:32 +02:00 |
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Christoph Oelckers
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1392f4db01
|
- handle the view frame with backend features.
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2020-08-02 18:02:13 +02:00 |
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Christoph Oelckers
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197a35291a
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- 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.
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2020-07-01 12:55:32 +02:00 |
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Christoph Oelckers
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d7225c1965
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- backend update from GZDoom
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2020-06-07 15:02:54 +02:00 |
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Christoph Oelckers
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4c6abe1bb9
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- pass the shade through the 2D drawer, so that palette emulation can still use it.
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2020-06-07 14:50:12 +02:00 |
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Christoph Oelckers
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d52600663d
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- backend sync with GZDoom to pull in a few bugfixes and formatting corrections.
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2020-05-26 23:12:04 +02:00 |
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Christoph Oelckers
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c4017de12f
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- updated to GZDoom's new texture management system.
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2020-05-25 23:59:07 +02:00 |
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Christoph Oelckers
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55a3c62b59
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- use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
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2020-05-25 17:11:32 +02:00 |
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Christoph Oelckers
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e2f5e8fe34
|
- renamed 'common' to 'core'.
We'll need 'common' for something else.
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2020-04-12 08:30:36 +02:00 |
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Christoph Oelckers
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454f796b69
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- collect all 3D geometry in a list so that it can be rendered later.
With this out of the way the renderer can now be switched to the core profile.
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2020-01-18 22:41:08 +01:00 |
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Christoph Oelckers
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746aa4da82
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- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
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2020-01-05 10:48:44 +01:00 |
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Christoph Oelckers
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05e381ff6d
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- fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
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2019-12-31 19:50:27 +01:00 |
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Christoph Oelckers
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1890df98f9
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- process lines through the 2D drawer.
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2019-12-31 19:02:55 +01:00 |
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Christoph Oelckers
|
2f8d472d7d
|
- cleaned up the map drawer by using a real triangulator.
Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
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2019-12-31 17:23:29 +01:00 |
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Christoph Oelckers
|
77cd7bffc5
|
- fixed alpha calculations for textured automap.
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2019-12-31 15:50:08 +01:00 |
|
Christoph Oelckers
|
964e303dd7
|
- draw the textures on the automap with the 2D drawer.
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2019-12-31 15:05:08 +01:00 |
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Christoph Oelckers
|
ad24a1ce31
|
- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
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2019-12-30 20:16:51 +01:00 |
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Christoph Oelckers
|
2740913c60
|
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
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2019-11-21 19:30:27 +01:00 |
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Christoph Oelckers
|
de829128ea
|
- hooked up the 2D drawer
compiles but not tested yet.
|
2019-11-05 23:35:38 +01:00 |
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Christoph Oelckers
|
d943fe036d
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- added the ZDoom console and made all needed changes to get it compiled.
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2019-11-05 19:57:48 +01:00 |
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Christoph Oelckers
|
2fa5e339fc
|
- added GZDoom's 2D drawer to the project.
So that for anything new I don't have to bother with the awful 2D interface Build provides.
|
2019-10-23 22:51:11 +02:00 |
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