Commit graph

17414 commits

Author SHA1 Message Date
Christoph Oelckers
43f2601bd6 - added script definitions for the base actor classes so that the engine can start up again. 2022-01-23 13:03:40 +01:00
Christoph Oelckers
531a42e801 - added the flag parsing utilities. 2022-01-23 13:03:39 +01:00
Christoph Oelckers
e035ce00b6 - hooked up the compiler extension and the static actor data setup. 2022-01-23 13:03:39 +01:00
Christoph Oelckers
0398ba4ff0 - added all parts needed to implement the actor property parser.
Not hooked up yet with the rest of the code, this just adds the needed files in compilable form.
2022-01-23 13:03:39 +01:00
Christoph Oelckers
b5a5d24bf4 - SW: fixed Polymost sky panning 2022-01-23 12:51:14 +01:00
Christoph Oelckers
bd22aeb0d9 - SW: use correct sky scale in Polymost. 2022-01-23 12:44:22 +01:00
Christoph Oelckers
e64a6f7e30 - Blood: Fixed choking hand with new renderer.
This gets directed to the weapon 3D drawer, but for that it was processed too late.
2022-01-23 12:23:55 +01:00
Christoph Oelckers
a23124a201 - Exhumed: fixed check for bad ending cutscene. 2022-01-22 23:11:34 +01:00
Christoph Oelckers
747648ce78 - added guards against badly defined skies. 2022-01-22 22:52:45 +01:00
Christoph Oelckers
276597fc36 - normalize line endings. 2022-01-22 14:37:17 +01:00
Christoph Oelckers
a34c6d6b5f - language update 2022-01-22 14:33:10 +01:00
Christoph Oelckers
c11000e4cd - Blood: do color highlighting for trigger messages, like NBlood does. 2022-01-22 09:38:01 +01:00
Rachael Alexanderson
7b560a3d79 - add debug ccmds for custom shaders 2022-01-20 22:31:31 -05:00
Rachael Alexanderson
931c762fca - add .gitattributes to describe proper line-endings 2022-01-21 01:17:47 +01:00
Rachael Alexanderson
f4c9c5df72 - hook up GLDEFS parser and do some final fixes 2022-01-21 01:16:22 +01:00
Rachael Alexanderson
d5aacb369a - oops this was in the wrong place 2022-01-21 01:16:22 +01:00
Rachael Alexanderson
0e4eeddb93 - add a stripped-down GLDEFS parser 2022-01-21 01:15:59 +01:00
Rachael Alexanderson
43a2437071 - fix compile error 2022-01-21 01:15:22 +01:00
Rachael Alexanderson
85aee83bf8 - backend sync with GZDoom 2022-01-21 01:15:22 +01:00
Rachael Alexanderson
13ca744ef8 - replicate GZDoom commit 12ed24d066 2022-01-21 01:15:22 +01:00
Rachael Alexanderson
c6f991a798 - in progress 2022-01-21 01:13:35 +01:00
Christoph Oelckers
19d8d65fd0 - split names into common and Raze-specific 2022-01-20 01:11:23 +01:00
Mitchell Richters
1446486871 - Exhumed: Extend 520c03b4f1 to back up the player's totalvel variable as well at the map's end. 2022-01-19 23:00:04 +11:00
Mitchell Richters
f91f3eacca - Blood: Fix off-by-one error in trProcessBusy() loop.
* Originated from 0beb91e17e.
2022-01-16 23:44:53 +11:00
Mitchell Richters
a20a56d9e7 - Add missing SSAOModes option value array to menudef.txt. 2022-01-16 22:42:22 +11:00
Christoph Oelckers
8d777892e0 - enable Bloom and SSAO menu options. 2022-01-16 12:18:00 +01:00
Christoph Oelckers
f888b1da9c - sky parser improvements. 2022-01-16 12:12:44 +01:00
Christoph Oelckers
82be7db269 - give the tree sky of DukeDC an offset of -40 to better hide its poor design in the new renderer. 2022-01-16 12:12:44 +01:00
Christoph Oelckers
3aff12cf4c - sky management rework. 2022-01-16 12:12:43 +01:00
Christoph Oelckers
0beb91e17e - Blood: don't use references to address gBusy.
This will fail if the callback in trProcessBusy adds new entries to the array which would invalidate the reference.
2022-01-16 12:02:38 +01:00
Mitchell Richters
520c03b4f1 - Exhumed: Extend 57d54a2105 to back up the player's bobangle variable as well at the map's end. 2022-01-16 08:32:22 +11:00
Christoph Oelckers
4b9ea92969 - gracefully handle when a map tries to exit twice.
This case left a broken ScreenJobRunner behind which later crashed on garbage collection.
2022-01-15 19:20:58 +01:00
Christoph Oelckers
40cee808a1 - Exhumed: use proper distance calculations when spawning weapon flashes.
The cheap distance approximation here tended to fail on longer walls.
2022-01-15 18:33:37 +01:00
alexey.lysiuk
6b7ee9716d - added Visual Studio 2022 target to continuous integration 2022-01-15 17:25:33 +02:00
Christoph Oelckers
b1d3e8ee54 - Exhumed: Avoid playing the same pickup sound while another copy of it is already active.
The pickup code here is not robust enough to play the sound only once per pickup.
2022-01-15 16:11:42 +01:00
Christoph Oelckers
4ee64df844 - uncouple the fist animation for being shrunk from the display frame rate. 2022-01-15 15:48:50 +01:00
Christoph Oelckers
26d89e932a - Duke: add back a limit to the teleporter sound.
Due to broken game logic it is possible for this to play in very large quantities.
2022-01-15 11:56:38 +01:00
Christoph Oelckers
c5b382907d - SW: fixed velocity issue in InitEnemyFireball.
The value of the first shot was retrieved too early.
2022-01-15 10:36:55 +01:00
Christoph Oelckers
e2061dbcc6 - fixed bad wall array access when handling a sector that got split up. 2022-01-14 22:56:00 +01:00
Christoph Oelckers
7b1d99373b - fixed last commit and optimized wall lookup code a bit.
No need to continue if a matching wall has been found.
2022-01-14 20:20:47 +01:00
Christoph Oelckers
ef711f0b2d - allow a bit of tolerance for attached orthogonal wall sprites.
We have to account for mappers adding some 'safe' distance (which isn't really safe!)
2022-01-14 16:27:24 +01:00
Christoph Oelckers
8281374551 - do not use floor sprites for splitting geometry.
This is way too expensive on maps with lots of sprites. Instead, run them through the case for slope sprites which should be sufficient here
Also let rendered_* count the actual draw calls, not processed objects, because that is the most relevant metric for checking performance issues.
2022-01-14 00:49:57 +01:00
Christoph Oelckers
899ced50aa - moved alpha threshold determination for sprites to the setup pass.
Overall this is not much, but it can be easily offloaded to a worker thread later.
2022-01-14 00:19:26 +01:00
Christoph Oelckers
37e7f92182 - made a few changes to the timer calls for renderer profiling.
A few items were counted double, other were in the wrong slot.
2022-01-14 00:15:33 +01:00
Christoph Oelckers
18ddcbb1c5 - removed all uses of nexttoward in Polymost.
Taking a hint from EDuke32 here, the performance increase is absolutely massive with this function gone from the innermost loops.
2022-01-14 00:04:47 +01:00
Christoph Oelckers
24a67e194d - Duke: reverted sector storage to temp_data[0] for the subway.
This was the ultimate revenge of the Spaghetti code: Somewhere in there, something needs this value in temp_data[0], but I cannot find where this is...
2022-01-13 22:34:43 +01:00
Christoph Oelckers
9375750a17 - added sorting for wall sprites attached to non-orthogonal walls. 2022-01-13 20:55:55 +01:00
Christoph Oelckers
ecb2732629 - little bit of cleanup on Duke's bullet hole code. 2022-01-13 20:53:36 +01:00
Christoph Oelckers
8d84bc2599 - disable window clipping entirely in outside areas.
This is a first grade performance killer on large maps and doesn't offer much in clipping robustness.
On maps like Clear the Coast or Wpudrichem omitting this check reduces map traversal time by 40%.
2022-01-13 19:46:04 +01:00
Christoph Oelckers
8976813fe1 - removed some overlooked debug code. 2022-01-13 13:14:00 +01:00