Commit graph

73 commits

Author SHA1 Message Date
Christoph Oelckers
f36ac1dc90 - fixed issues with console on top of intermissions not appearing. 2020-09-05 18:41:18 +02:00
Christoph Oelckers
e0b4dde3cd - fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
2020-09-05 15:59:32 +02:00
Christoph Oelckers
c1786001b2 - route all game state changes through game actions.
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
d2de11cd99 - hide the message display on intermission screens.
Fixes #336
2020-09-04 23:56:04 +02:00
Christoph Oelckers
2e8b808683 - added a C_ClearMessages function for the console and fixed game restart after death.
Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers
97f395bd72 - transitioned Blood to the new level change messaging system 2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75 - fixing some issues. Level transitions in Duke are working now. 2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Christoph Oelckers
b253ae123f - run screen jobs with uncapped frame rate.
Fixes #325
2020-09-03 18:36:37 +02:00
Christoph Oelckers
b49e050baf - transitioned Exhumed to the new main loop.
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
923833ccec - animated menus without frame rate cap
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288.
2020-08-31 19:56:13 +02:00
Christoph Oelckers
2bf368d49b - redid the timer for the automap zoom
Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
007c6e122d - gameclock abstraction
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
98557947da - gameclock must also be set before calling gi->Render.
This runs at the display's frame rate so the timer value from the Ticker call is not precise enough to do all the work.
2020-08-30 22:52:20 +02:00
Mitchell Richters
5daaa1fc06 - fix issues with cl_syncinput 0. 2020-08-31 05:24:29 +10:00
Christoph Oelckers
765f211e05 - things are mostly working again.
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
ffe5b114f3 - the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet. 2020-08-30 12:49:21 +02:00
Christoph Oelckers
d59284c96b - transitioned Duke to the new main loop.
Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
0c455acaa2 - more work to switch over to the new loop.
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
367b4ce051 - this should be all we need from GZDoom to hook up the main loop. 2020-08-30 09:32:34 +02:00
Christoph Oelckers
34510ae9b3 - added ticker stub to the game interface. 2020-08-30 08:03:03 +02:00
Christoph Oelckers
d49aedacea - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00