Christoph Oelckers
cec7b006ca
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-29 22:06:48 +01:00
Christoph Oelckers
4aaf6c4cf6
- check for angular overflow in pitch calculations.
2020-01-29 21:52:17 +01:00
Christoph Oelckers
a0fa0560d4
- removed in_mousedeadzone CVAR.
2020-01-29 21:51:57 +01:00
Christoph Oelckers
68dc8d1812
- remove in_mousedeadzone, mirroring EDuke's removal of this.
2020-01-29 21:06:47 +01:00
terminx
8aee2f9489
Calculate game loop timing using fractional ticks
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git-svn-id: https://svn.eduke32.com/eduke32@8572 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:36:55 +01:00
terminx
af816fdf00
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
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git-svn-id: https://svn.eduke32.com/eduke32@8568 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:35:34 +01:00
terminx
102c7a6293
Remove useless G_MoveLoop() function
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git-svn-id: https://svn.eduke32.com/eduke32@8563 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.cpp
2020-01-29 19:22:40 +01:00
terminx
541c71902b
ClockTicks maintenance
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git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
0fcdf3c1af
Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
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git-svn-id: https://svn.eduke32.com/eduke32@8560 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:20:45 +01:00
terminx
8543f476d7
Ion Fury compatibility improvements
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git-svn-id: https://svn.eduke32.com/eduke32@8559 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.cpp
2020-01-29 19:20:35 +01:00
terminx
eee0509856
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
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git-svn-id: https://svn.eduke32.com/eduke32@8558 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:18:26 +01:00
terminx
6836faee07
Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
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git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
terminx
aebc2632f3
Bail out of A_MoveSpriteClipdist() early if passed no velocity
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git-svn-id: https://svn.eduke32.com/eduke32@8546 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:15 +01:00
terminx
470e9afe22
Macro safety
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git-svn-id: https://svn.eduke32.com/eduke32@8545 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:11:02 +01:00
terminx
d0640618fd
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
...
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
terminx
5bd62f666e
Add "maxhealth" console command to set the player's maximum health
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git-svn-id: https://svn.eduke32.com/eduke32@8542 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:10:09 +01:00
terminx
92a6178429
Fix forward movement with the mouse when mouse aiming is disabled
...
This was missed back when input between the x and y axes was normalized to use the same scale.
git-svn-id: https://svn.eduke32.com/eduke32@8541 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:48 +01:00
terminx
e4add4956b
Factor conditions for locking player movement out into new P_CheckLockedMovement() function
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git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx
9e86e83da8
Use ClockTicks class for the timer values saved and restored when creating a savegame
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git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers
a32da009bd
- moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer.
2020-01-29 19:06:26 +01:00
alexey.lysiuk
9dd3213393
- fixed path traversal on POSIX platforms
2020-01-29 11:41:23 +02:00
alexey.lysiuk
93fb98413e
- fixed compilation with GCC and Clang
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There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617
Move a few more vars to engine.cpp
2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34
Move engine variables not managed by polymost.cpp to engine.cpp
2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f
Set functions and variables that can be static to be static
2020-01-28 22:21:53 +01:00
Christoph Oelckers
9b88d41169
- fixed compile errors.
2020-01-28 21:44:39 +01:00
Christoph Oelckers
e119dc841b
- fixed setup of hires textures.
...
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
08ec38ce75
- fixed some missing menu texts.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe
- rewrite of tileCopySection
2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969
- removed the Build color matching code
...
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
alexey.lysiuk
c0bd8f80e7
- configured use of libvpx for all platforms
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MSVC uses libvpx stored in the repository if lookup for external headers and libraries failed
2020-01-28 11:04:48 +02:00
alexey.lysiuk
d56fb25975
- fixed compilation of POSIX targets
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source/common/music/music.cpp:118:52: error: call of overloaded ‘FString(FName&)’ is ambiguous
source/common/utility/zstring.h:133:2: note: candidate: FString::FString(char)
source/common/utility/zstring.h:131:2: note: candidate: FString::FString(const char*)
2020-01-28 11:00:25 +02:00
Rachael Alexanderson
212cfde186
- add levelwarp cheat to Redneck and Duke
2020-01-27 22:29:47 -05:00
Rachael Alexanderson
999986e6cd
- replace Linux xpm icon, even though it doesn't seem like it's ever being used
2020-01-27 21:31:08 -05:00
Christoph Oelckers
6f396ae368
0.3.2
2020-01-28 00:05:10 +01:00
Christoph Oelckers
9ca1e56713
- added extended sound lookup as well plus menu options.
2020-01-27 22:29:45 +01:00
Christoph Oelckers
67a0954c32
- fixed option menu positioning.
2020-01-27 22:29:00 +01:00
Christoph Oelckers
ab5bc0e435
- more reworking of music lookup.
...
extended lookup now also supports looking for substitutions inside the file system.
2020-01-27 21:39:15 +01:00
Christoph Oelckers
5de7fbca37
- consolidation of music lookup code for user maps.
2020-01-27 20:53:41 +01:00
alexey.lysiuk
5510df77be
- streamlined CMake configuration of game libraries
...
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson
1c8c2543cb
- fixed: Shadow Warrior: End sequence was still 'hung'
2020-01-27 11:11:21 -05:00
Rachael Alexanderson
a2b7aa18d1
- fixed - menudef was not detecting properly the presence of OpenAL
2020-01-26 18:42:52 -05:00
Christoph Oelckers
6f3bbcba46
- fixed the demo setup for Blood.
...
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
d73f0c7b8f
- fixed the merge
2020-01-26 21:01:22 +01:00
Christoph Oelckers
1ba5eaa281
- reactivate the #ifdef'd stuff in the project
2020-01-26 20:28:34 +01:00
NoOneBlood
0693b0efc8
- Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
...
and changes that was required to minimize their amount in code.
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/db.cpp
# source/blood/src/db.h
# source/blood/src/dude.h
# source/blood/src/gameutil.cpp
# source/blood/src/loadsave.cpp
# source/blood/src/player.h
# source/blood/src/sfx.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
nukeykt
5db1f95b29
Prevent OOB issues in old pushmove
2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847
More faithful old pushmove implementation
...
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
alexey.lysiuk
2f4078d99e
- fixed rendering on macOS
...
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
alexey.lysiuk
687573d4c5
- fixed crash during initialization in Cocoa backend
2020-01-26 16:41:52 +02:00
alexey.lysiuk
3b71e8090f
- added POSIX source files to generated projects
2020-01-26 16:40:43 +02:00
alexey.lysiuk
e7b013e201
- setup icon for macOS application bundle
2020-01-26 16:39:10 +02:00
alexey.lysiuk
52916e5f55
- disabled mandatory code signing by Xcode
2020-01-26 16:38:13 +02:00
Christoph Oelckers
43f48a10dd
- partial fix for the broken sky in E3M2 of Blood.
2020-01-26 13:45:33 +01:00
Christoph Oelckers
4c6265e246
- fixed movie palette in Blood.
2020-01-26 12:10:23 +01:00
Christoph Oelckers
00da92377a
- clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque.
2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147
- use Pal_2D for Duke's title screen.
...
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
3be4364d6e
- fixed file checks for Blood cutscenes.
...
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
51d5236216
- made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'.
2020-01-25 20:21:49 +01:00
Christoph Oelckers
be0242e919
- use correct indices for the palette tester CVARs.
2020-01-25 19:10:05 +01:00
Christoph Oelckers
99c4b6b6d7
- don't let environmental palettes (like underwater) affect the HUD and menu.
2020-01-25 18:48:48 +01:00
Rachael Alexanderson
3d84384678
- Blood: add levelwarp 'e' 'm' cheat
2020-01-25 11:10:16 -05:00
Christoph Oelckers
8f41964f56
- fixed handling of statistics data.
...
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
7765fa45cd
- Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker
2020-01-25 10:36:18 -05:00
Christoph Oelckers
c0b18d0356
- fixed weapon projection being broken after saving in Blood.
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A classic case of having a function which performs too many different tasks.
2020-01-25 15:27:46 +01:00
Christoph Oelckers
e8231f904f
- I have no idea why a fov of exactly 90° does not work.
...
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
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This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers
fd1e63b996
- allow skipping in the end of game sequence.
2020-01-24 21:41:47 +01:00
sirlemonhead
ccfefaa9be
PCExhumed: Fixed player view not centring when the Ramses Head appears.
2020-01-24 19:51:42 +01:00
sirlemonhead
d044b2a605
PCExhumed: Fix inconsistent HUD health and magic animation speed.
2020-01-24 19:51:42 +01:00
Christoph Oelckers
08e69b1d2e
- fixed missing messages in Shadow Warrior.
2020-01-24 19:51:06 +01:00
Rachael Alexanderson
a431d6e190
- fix compile on Clang 9
2020-01-23 13:36:30 -05:00
Christoph Oelckers
0cb5658d41
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-23 19:14:21 +01:00
Christoph Oelckers
bcc254e0ba
- enabled '+' command line args to execute CCMDs on startup.
2020-01-23 19:14:10 +01:00
Rachael Alexanderson
69ebd9a95d
- update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them)
2020-01-23 13:05:09 -05:00
Christoph Oelckers
aebea2eb92
- added special SW handling for music lookup plus optional debug output where music is picked from.
2020-01-23 19:01:51 +01:00
Rachael Alexanderson
52897c0cbb
- complete the "give" commands for Shadow Warrior
...
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Christoph Oelckers
7a5efde1c9
- I think a version bump may be in order.
2020-01-23 18:20:53 +01:00
nukeykt
7c1f9d971a
Blood: fix spin 180 functionality
2020-01-23 18:18:45 +01:00
Rachael Alexanderson
ae001b6cda
- oops, missing files
2020-01-23 07:13:20 -05:00
Rachael Alexanderson
929fc880ee
- make "activatecheat" pass a raw string to shadow warrior's cheat processor
...
- added a nullptr check
2020-01-23 07:12:12 -05:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
b98019a4ba
- added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error.
2020-01-22 22:57:28 +01:00
Christoph Oelckers
6958e0326d
- Shadow Warrior fixes
...
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers
90ce4a893d
- fixed: the current shade was applied twice for voxels - once as a shade and once as a light level.
2020-01-22 21:34:18 +01:00
Christoph Oelckers
bbc145cbee
- enabled the Blood RFS parser.
...
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
3ed7856f53
- fixed sound volume issues in Blood.
2020-01-22 16:34:58 +01:00
Christoph Oelckers
a7b020d1a8
- implemented proper screen size scaling for Exhumed.
2020-01-22 16:14:01 +01:00
Christoph Oelckers
dcbb936a9b
- fixed hud_scale for Shadow Warrior.
2020-01-22 15:21:07 +01:00
Christoph Oelckers
09106b3159
- fixed the HUD size slider for Blood.
2020-01-22 13:53:26 +01:00
Christoph Oelckers
6a06f6aef4
- fixed typo in string label.
2020-01-22 13:41:55 +01:00
Madame Rachelle
47ba169150
- oops, I misplaced an endif in the Linux code
2020-01-22 05:54:59 -05:00
pogokeen
dbc8e63b8b
game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
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git-svn-id: https://svn.eduke32.com/eduke32@8534 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-21 23:57:44 +01:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
12d4f12da5
- removed the 'experimental' switch for Exhumed.
...
The game works better than Shadow Warrior so this seems pointless.
2020-01-21 22:08:05 +01:00
Christoph Oelckers
27cc865af7
- null checks in SW.
2020-01-21 22:03:04 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
acf7f29dbd
- moved Exhumed's engine state save code into the common part.
...
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00