Christoph Oelckers
6135e388ed
- changed the remaining license headers from GZDoom's renderer's files, in agreement with all contributors to this code.
2020-01-03 08:03:29 +01:00
Christoph Oelckers
08695b8e17
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-03 07:53:06 +01:00
Christoph Oelckers
94b620dc8d
Authors update.
2020-01-03 07:52:55 +01:00
Magnus Norddahl
066f444dd0
Hook up vid_fps
2020-01-03 06:28:25 +01:00
Magnus Norddahl
2403d1b7e5
Update the license for the postprocessing source code
2020-01-03 05:42:37 +01:00
Christoph Oelckers
b564dc8273
- disabled MIDI device selection option.
2020-01-03 00:49:08 +01:00
Christoph Oelckers
62fd8a49c1
- fixed CVAR assignment for number of sound channels.
2020-01-03 00:47:13 +01:00
Christoph Oelckers
72036721d5
- made DN3D shareware operable.
...
The GRP defines neither episodes nor skills, so they have to be provided internally.
This isn't 100% correct yet, but should do for now.
2020-01-03 00:44:39 +01:00
Christoph Oelckers
3380420de9
- converted the clear screen commands.
2020-01-02 23:56:35 +01:00
Christoph Oelckers
b549228d4d
- commented out the time wasting level loading screen in Blood.
...
Now seriously, doing frequent screen updates here only make things worse!
2020-01-02 23:35:29 +01:00
Christoph Oelckers
3608a646e6
- converted the simple state settings into renderstate flags.
2020-01-02 23:34:21 +01:00
Christoph Oelckers
6156e7382a
- preparation for moving GL state into the renderstate struct.
2020-01-02 23:15:16 +01:00
Christoph Oelckers
85593e3e93
-missing menu text fixes.
2020-01-02 20:45:17 +01:00
nukeykt
cc4f801b1e
Blood: fix candles
2020-01-02 20:21:20 +01:00
nukeykt
57e925a1bb
Blood: Explosion polymer light
2020-01-02 20:21:19 +01:00
nukeykt
8fbd6674d2
Blood: polymer lights wip
...
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/blood.cpp
# source/blood/src/osdcmd.cpp
2020-01-02 20:21:19 +01:00
nukeykt
a3b48c44d6
Blood: fix multiskies with 16 tiles in polymer
...
# Conflicts:
# source/build/src/polymer.cpp
2020-01-02 20:19:08 +01:00
nukeykt
9208c1249d
Blood: fix uninitialized palette usage
...
# Conflicts:
# source/blood/src/view.cpp
2020-01-02 20:19:01 +01:00
Christoph Oelckers
fe4c20143a
- removed OPL related menu entries.
2020-01-02 20:15:43 +01:00
Christoph Oelckers
e63ca0f471
- removed redundant keyboard.h header
2020-01-02 19:56:57 +01:00
Christoph Oelckers
afb1d7b885
- changed a few licenses of my own code to something more permissive.
2020-01-02 19:38:47 +01:00
Christoph Oelckers
e43d2c10c0
- removed the OPL synth because parts of it are GPLv3 and even under the best circumstances not compatible with the license mix here.
2020-01-02 19:20:12 +01:00
Christoph Oelckers
4571ba74c2
- merge fixes.
...
Why does that freaking merger always delete the namespace markers...?
2020-01-02 19:20:11 +01:00
nukeykt
2e085b559f
Precache more tiles on level start
...
# Conflicts:
# source/blood/src/fx.cpp
# source/blood/src/gib.cpp
# source/blood/src/gib.h
# source/blood/src/qav.cpp
# source/blood/src/weapon.h
2020-01-02 19:20:11 +01:00
nukeykt
7af92bb327
blood: Precache fonts
2020-01-02 19:20:11 +01:00
NoOneBlood
afb8c11683
- It's possible now to change posture settings for each player
...
- Touch trigger for walls fix
- It's possible to set custom clipdist for things (gModernMap only)
- Few tweaks for Custom Dude
- Player Control type fixes and updates
# Conflicts:
# platform/Windows/nblood.vcxproj
# source/blood/src/player.h
2020-01-02 19:20:11 +01:00
NoOneBlood
5bcfcc1b55
- Player Control type fixes
...
- Custom Dude type fixes
2020-01-02 19:20:11 +01:00
Grind Core
ec782a28de
- Rewrite true random once again
...
- Fix Custom Dude genIdle aistate
- Fix grown and shrink races
- Fix qav scene was not able to stop if sprite is locked
- Fix stupid error in gDefaultJump array
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/view.cpp
2020-01-02 19:20:11 +01:00
Grind Core
1eb50414ab
-Fix xspriData2Array function
...
-Fix kModernSpriteDamager type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Grind Core
da47ebbd2c
- Rewrite true random, so it should work just fine now
...
- Way better AI for Custom Dude when attacking the target
- Minor warning fixes and other updates
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/asound.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/player.h
# source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Rachael Alexanderson
a6bf1c3026
- oops, didn't mean to change this line (I blindly copied the function over)
2020-01-02 00:15:19 -05:00
Rachael Alexanderson
21ba23f36d
- pull most recent video scale changes from gzdoom
2020-01-01 23:42:09 -05:00
Rachael Alexanderson
6a17e3910b
- relicense my reused GZDoom code as BSD
2020-01-01 08:59:40 -05:00
Christoph Oelckers
dda45c6780
- all polymost2 code has long been nuked.
2020-01-01 13:46:46 +01:00
Christoph Oelckers
e01c161258
- removed some dead variables.
2020-01-01 13:11:44 +01:00
Christoph Oelckers
18099e9179
- removed the pure software render surface and deleted a few unused variables.
...
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers
d09b83d4a5
- moved the last remaining function out of baselayer.cpp and removed that file.
...
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
7ec8368688
- used the wrong formula to calculate shadeDiv.
2020-01-01 11:49:32 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
3d47652d08
- had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients.
2019-12-31 22:53:03 +01:00
Christoph Oelckers
f106505344
- fixed the broken alignment between lines and sectors on the Shadow Warrior automap.
2019-12-31 22:11:04 +01:00
Christoph Oelckers
9543c2cbb9
- fixed the broken automap defaults in Shadow Warrior.
...
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers
98604e513e
- set up the scene viewport for the postprocessor.
2019-12-31 20:11:31 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
ef5292b4ae
- don't use Build's clipping code to clip automap parts to the screen.
...
Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
2019-12-31 19:38:50 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
...
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
1890df98f9
- process lines through the 2D drawer.
2019-12-31 19:02:55 +01:00
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.
2019-12-31 17:23:29 +01:00
Christoph Oelckers
77cd7bffc5
- fixed alpha calculations for textured automap.
2019-12-31 15:50:08 +01:00