Christoph Oelckers
b1e2b2addf
- backend cleanup from GZDoom.
2022-12-18 16:31:50 +01:00
Christoph Oelckers
be2112a507
- fixed ESC pressing on Duke's monitors.
...
This got busted by an update from GZDoom.
2022-12-18 13:06:09 +01:00
Christoph Oelckers
bea6834f8e
- code cleanup.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
630276f7e0
- migrated texture flags parsing from .def to RMAPINFO.
...
This was the final piece of non-tile-related data to be in there.
.def should be restricted to existing use cases concerning setup of render data, not for game content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
1061e3e2ca
- backend update from GZDoom.
2022-12-04 16:51:44 +01:00
Christoph Oelckers
9219d24535
- removed unneeded WantEscape function from backend interface.
2022-11-24 17:57:40 +01:00
Christoph Oelckers
ed4f49ac86
- fixed sound code for backend update.
2022-11-24 17:46:39 +01:00
Christoph Oelckers
2ffdf3d0e1
- backend update from GZDoom.
...
Mainly quaternion math and sound system cleanup.
2022-11-24 16:56:46 +01:00
Christoph Oelckers
c6b3cf3e0a
- Duke: fixed long standing problem that pressing Escape or walking backwards does not switch off the camera view.
2022-11-19 18:26:17 +01:00
Christoph Oelckers
6b3e57fd2c
- added 'foreach' loop to ZScript.
...
Syntax:
foreach(variable : array)
{
}
the variable's type is automatically deducted.
2022-11-15 21:29:04 +01:00
Christoph Oelckers
6e49f0bf8f
- Backend update from GZDoom.
...
Bone model support in GLES and ZScript quaternions.
2022-11-14 19:46:25 +01:00
Christoph Oelckers
cbf47b4dee
- added a 'Sum()' intrinsic to the vectors.
2022-11-14 12:07:51 +01:00
Christoph Oelckers
e62b79c7c9
- allow 'nullptr' in ZScript.
...
This makes it a lot easier to port C++ code.
2022-11-13 12:20:00 +01:00
Christoph Oelckers
166235027c
- Backend update from GZDoom
...
adding some intrinsics to ZScript.
2022-11-13 08:32:09 +01:00
Christoph Oelckers
8806fb930b
- Backend update from GZDoom
...
* Vector 4 in zscript
* garbage collector fixes
2022-11-12 10:45:39 +01:00
Christoph Oelckers
41fc5660e5
- Backend update from GZDoom
...
* IQM enhancements
* config storage in Users
* moving of savegame filename generation to the backend
2022-11-06 11:46:26 +01:00
Christoph Oelckers
1111251887
type safe CVAR declaration.
2022-10-22 09:25:27 +02:00
Mitchell Richters
3f9a2a2103
- Don't copy delayed events in D_ProcessEvents()
, instead store the current pointer.
2022-10-22 13:51:23 +11:00
Christoph Oelckers
479616a80f
- got new CVar system from GZDoom.
2022-10-22 00:12:17 +02:00
Christoph Oelckers
31eb2e5f10
- fixed: Arrays serialized as array elements may not skip their serialization if their content are all zero.
2022-10-16 23:47:18 +02:00
Christoph Oelckers
c1d603e1e9
- backend update from GZDoom.
2022-10-02 20:33:18 +02:00
Christoph Oelckers
111dbd7a7d
- backend update from GZDoom.
...
mainly TAngle overhaul and needed code adjustments.
2022-08-26 18:28:22 +02:00
Christoph Oelckers
7debab7ff4
- refined wall sprite check so that orthogonally aligned sprites are only aligned to orthogonal walls.
...
Here even the slightest deviation can create problems.
2022-08-03 14:13:42 +02:00
Christoph Oelckers
abb7f87de3
- Backend update from GZDoom.
2022-07-23 12:10:08 +10:00
Dale Whinham
ed4e23f1ec
Fix crash when exiting with no game data
...
When shutting down with no game data, GameConfig is saved and the
pointer is nulled. If a joystick was present, a null dereference occurs
when the engine tries to save the joystick config later in the shutdown
sequence.
Add a check to avoid a crash in this scenario.
2022-07-10 22:30:18 +02:00
Christoph Oelckers
3ec8a96ddf
- partial backend update from GZDoom.
2022-07-02 09:30:37 +02:00
Christoph Oelckers
eb8fae761e
- backend update from GZDoom.
2022-06-26 09:35:21 +02:00
Christoph Oelckers
84173ee09b
- backend update from GZDoom.
...
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00
Christoph Oelckers
0dc670da8e
- added wipe transitions to screen job
...
Mainly to have the crossfade, the other styles are mostly bonus.
This also adds proper scoping to the cutscene code, which needs to run in UI scope.
2022-04-25 17:26:17 +02:00
Rachael Alexanderson
16c81f0b1f
Pull commit eeb67bcec3
from GZDoom: Use RDTSC equivalent on AARCH64.
2022-03-25 14:58:51 -04:00
Rachael Alexanderson
4be214e33d
- pull RDTSC for Linux from GZDoom
2022-03-18 04:35:20 -04:00
Rachael Alexanderson
da5d9fcde2
- implement discord rich presence, expand window title code. (still wip)
2022-03-18 04:17:46 -04:00
Christoph Oelckers
19d8d65fd0
- split names into common and Raze-specific
2022-01-20 01:11:23 +01:00
Christoph Oelckers
d0ab13f95a
- use GPLv2 in all files dual-licensed with the Doom Source license.
...
None of this was ever GPLv3, the original id source was released under the GPLv2 so this should be, too.
2022-01-02 12:42:54 +01:00
Mitchell Richters
9bbb54fe2e
- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
2021-12-30 20:30:21 +11:00
Christoph Oelckers
9e14b168bb
- addressed more shadowed variables in common code.
2021-12-30 09:57:32 +01:00
Christoph Oelckers
6db1ba47c2
- SW: fixed some savegame issues:
...
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
96b9572905
- moved parts of the HitInfo subclasses into the backend.
...
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
1665e340be
- serialization support for BitArray.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
94a37dfcdc
- extended walltype to directly manage Blood's XWALL.
...
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
2021-12-25 21:28:47 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
f7fdc5af41
- address several warnings reported by GCC 11.
2021-11-29 00:55:29 +01:00
Christoph Oelckers
b7c7328cdd
- backend update fromGZDoom.
...
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00
Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Christoph Oelckers
57b638f26f
- use std::clamp instead of our homegrown version.
2021-10-30 10:35:00 +02:00
Christoph Oelckers
49e0c461c2
- Backend update from GZDoom.
...
This is mainly bringing the GLES backend up to date.
2021-10-07 22:46:45 +02:00
Christoph Oelckers
a3d9cd9a68
- Backend update from GZDoom - mainly for GLES2 support.
2021-09-18 12:20:28 +02:00
Christoph Oelckers
bad57f6a5f
- clear pspAsArray at the beginning of a save/load operation, not at the end.
...
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
a5e3a85c98
- changed palette lookup to consider the remapping of color 0 to 255.
...
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00