Christoph Oelckers
a4ce1688d5
- hooked up the Witchaven frontend with the core.
2020-10-31 14:05:00 +01:00
Christoph Oelckers
96637a25d1
- importing Witchaven code from GDX
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This is a straight port of the GDX Java code to C++ with as few changes made as possible.
Part 1: AI code.
2020-10-31 14:04:59 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
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# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
3a0c84d3ca
- split statusbar.cpp in two.
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To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
74df8f55da
- moved c_console.cpp to 'common'.
2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
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The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00
Christoph Oelckers
ca288d08f4
- compile all files with script exports in the main project.
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This hopefully gets around the failure to find these on on-Windows Builds.
2020-10-11 07:40:11 +02:00
Christoph Oelckers
820b37721b
- moved tab completion code into 'common' as well.
2020-10-11 00:08:07 +02:00
Christoph Oelckers
2d8bcd06fd
- added the player display for Duke.
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This completes the menu transition.
2020-10-09 01:09:51 +02:00
Christoph Oelckers
2bb38f7d67
- get load and save game menus and related CCMDs working again.
2020-10-07 18:32:57 +02:00
Christoph Oelckers
4d712cd5a0
- date code from GZDoom.
2020-10-05 20:28:19 +02:00
Christoph Oelckers
f233345ba1
- move most of the menu code into the backend.
2020-10-04 21:57:35 +02:00
Christoph Oelckers
b0301d6fc9
- progress.
2020-10-04 20:11:04 +02:00
Christoph Oelckers
0b9c6fe559
- added GZDoom's menu script code.
2020-10-04 20:11:03 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Christoph Oelckers
f8ae35f8a5
- macOS backend update, plus moving base64.cpp around.
2020-09-27 16:12:50 +02:00
sinisterseed
0aa6b99287
- CMakeLists.txt fixes
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Corrected some typos in the file.
2020-09-22 23:24:39 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
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This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
c1a8d55d24
- removed Softpoly from the startup screen and its enabling define in the project.
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Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
2020-09-20 21:15:16 +02:00
Christoph Oelckers
a27211dc34
- added support for SSI containers to the file system.
2020-09-19 10:07:53 +02:00
Christoph Oelckers
09a6534270
- redid scriptfile as a wrapper around FScanner
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Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
a4754d7f34
- rewrote the map hack parser using sc_man.
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This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.
Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
41a2a63efd
- moved the VP8 decoding loop into the movie player class and got rid of animvpx.
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This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
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This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
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* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
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
Christoph Oelckers
c0ebe3e08b
- hooked up ZDoom's d_net.cpp file.
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Still not active but this contains some code needed to do a proper main loop that can work with the networker.
2020-08-29 23:24:18 +02:00
Mitchell Richters
1c8b0a20fb
- Build: Remove all timer code.
2020-08-26 09:49:40 +10:00
Christoph Oelckers
0036402be8
- removed most of the network code in Blood.
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Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers
928a16983d
- adapted the MVE player.
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Video appears to work, but has quite severe artifacting I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Christoph Oelckers
05abc262ba
- removed libdivide for good and the unused C++ wrapper for fix16 along with it.
2020-07-14 20:57:42 +02:00
Christoph Oelckers
2f3d405f8b
- moved getatoken to scriptfile.cpp so common.cpp could be removed.
2020-07-14 19:51:54 +02:00
Christoph Oelckers
19ef0cd295
- removed screentext and reverted Blood to its original text output.
2020-07-14 15:25:35 +02:00
Christoph Oelckers
2e05ff532b
- got rid of the struct trackers.
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They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
f307b2a954
- removed the old Duke and RR subprojects.
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These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
dbd3202433
- simplified the generic cheat code.
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This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers
2ddec37098
- added a texture format for single frame ANMs so that they can be handled like normal images.
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The intermission code is doing weird things with them that isn't really portable.
2020-06-28 14:41:44 +02:00
Christoph Oelckers
985fa2a159
- cheat and chat code from ZDoom.
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Not active yet because it does not integrate with the current input code, but at least it's there now.
# Conflicts:
# source/build/include/baselayer.h
2020-06-21 23:28:45 +02:00
Christoph Oelckers
c8cb0e4efd
- the beginning of sector.cpp
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The math backend functions have been moved out of Build because they originally have a good license.
# Conflicts:
# source/build/src/mdsprite.cpp
# source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers
0596078978
- prepared folder for merging.
2020-06-21 22:18:12 +02:00
Christoph Oelckers
99958342a9
- prepare the branch for adding new commits
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# Conflicts:
# source/core/gamecontrol.cpp
2020-06-21 20:59:16 +02:00
Christoph Oelckers
b8b38e075d
- moving to the right place.
2020-06-21 20:59:08 +02:00
Christoph Oelckers
e9925eee0f
- preparation work.
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# Conflicts:
# source/core/gamecontrol.cpp
2020-06-21 20:59:07 +02:00
Christoph Oelckers
e29eb5bbed
- added some ZScript basics.
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This is merely the basics needed to actually implement something.
2020-06-20 09:46:41 +02:00
Christoph Oelckers
edd9f1773b
- added the entry point for the ZScript compiler.
2020-06-14 19:20:04 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Christoph Oelckers
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00