Christoph Oelckers
7ba152e588
Merge branch 'master' into whaven
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# Conflicts:
# source/core/gameinput.h
# source/core/version.h
# source/games/exhumed/src/enginesubs.cpp
# source/games/sw/src/game.cpp
2021-11-12 11:19:23 +01:00
Christoph Oelckers
5d0c9a9fc8
- flush the network timer righr after loading and before starting a level.
...
Without this the entire load time may get registered as skipped frames-
2021-11-07 22:51:02 +01:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Mitch Richters
4030a18245
Merge branch 'master' into whaven
2021-10-28 09:45:52 +11:00
Mitchell Richters
675356be1a
- Ensure g_nextskill
is used everywhere so that setting skill for next level works properly.
2021-07-20 18:51:34 +10:00
Mitchell Richters
77630dcbc7
- Rename DeferedStartGame()
to DeferredStartGame()
.
2021-07-20 18:43:17 +10:00
Christoph Oelckers
dd8505829e
Merge branch 'master' into whaven
2021-06-27 09:27:40 +02:00
Mitchell Richters
39983f8144
- Fix maps loaded from the command line starting with corrupted sectors.
...
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28
- Fix -map
command-line argument not working.
...
* Fixes #441 .
2021-06-24 18:49:26 +10:00
Christoph Oelckers
198fbf9297
Merge branch 'master' into whaven
...
# Conflicts:
# source/core/screenjob.cpp
# source/core/searchpaths.cpp
2021-06-03 08:52:19 +02:00
Christoph Oelckers
d98a567597
- halt the game timer when setting up a cutscene and when starting movie playback.
...
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
d7a47b2f3a
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
...
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
671d200aa7
Merge branch 'master' into whaven
...
# Conflicts:
# source/build/include/buildtypes.h
# source/core/console/c_notifybuffer.cpp
# source/core/d_protocol.h
# source/core/version.h
# wadsrc/static/zscript.txt
2021-05-16 13:03:17 +02:00
Christoph Oelckers
5a6121d424
- status bar interface work.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
9dd9dc8efd
- handle savegame loads like GZDoom.
...
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972
- route savegame requests through the newwork, just like GZDoom does.
...
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
ccc77cefbb
Merge branch 'master' into whaven
2021-05-09 11:24:48 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
6f19c415d6
Merge commit '6589222da6e2ac09d90681dbc6f97154cd60ef0b' into whaven
...
# Conflicts:
# source/core/gamecontrol.h
# source/core/searchpaths.cpp
# wadsrc/static/zscript.txt
# wadsrc/static/zscript/razebase.zs
2021-05-03 18:53:54 +02:00
Christoph Oelckers
b21dadeef0
- we need to wait a bit before starting the intro scene.
...
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00
Christoph Oelckers
4069a5096a
- scriptified Exhumed's 2D content (minus the programmatic textures.)
2021-04-30 20:08:36 +02:00
Christoph Oelckers
eaf5e1fba5
- Cutscene support in Blood.
...
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
869dbd70e5
- fixed the design by merging the episode start handler into ShowIntermission.
...
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
cdccdec3e7
- final cleanup on new cutscene interfacw
...
* fixed frame gaps when exiting a cutscene. This must be properly synchronized with the state handler in the main loop.
* reactivated the loading screens. With texture precaching working the delay when loading a map becomes significant enough to require a visual feedback.
* RR does not play 'bonusmusic' on its summary screen.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
0dc6980e5c
- made episode intro cutscenes a game independent feature.
...
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
06abc0cfe2
- removed debug output and fixed fade flag setup and missing OnTick return
2021-04-30 20:08:33 +02:00
Christoph Oelckers
26a7700579
- Duke's intro works, without fading.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
af8d06994a
- implemented the scripting interface layer.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e82f17f9c6
Merge commit 'e89761d2d526581e4599f564b26a6eb983fd92ec' into whaven
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# Conflicts:
# source/core/d_protocol.h
# source/core/gameinput.h
2021-04-17 14:59:12 +02:00
Christoph Oelckers
dbd3e1de44
- Screen Job refactoring WIP.
...
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Christoph Oelckers
2a7f2f4381
Merge commit '798cf2f9733c1415eef335a45f4d69962fae0695' into whaven
2021-04-12 20:41:39 +02:00
Christoph Oelckers
b3bcedda6c
- moved backend independent HUD code out of glbackend.cpp.
2021-04-11 08:40:18 +02:00
Christoph Oelckers
aedb17e539
Merge commit 'a5ed7ba8a3eb26d3e3aa46bc87044608eacba57f' into whaven
2021-04-10 17:00:43 +02:00
Christoph Oelckers
58fb938aa7
- block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
...
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers
b8fd41a58f
Merge master into whaven
...
# Conflicts:
# source/core/gamecontrol.h
2021-03-15 10:42:59 +01:00
Christoph Oelckers
60979ee478
- fixed: G_BuildTiccmd needs to clear the command struct.
...
This could otherwise pick up some stray data from earlier calls and create bogus input.
Fixes #97
2021-03-15 10:11:49 +01:00
Christoph Oelckers
14b7d65229
- Witchaven: Added 'give' CCMD and some basic cheats.
...
Most of WH2's cheats not done yet.
2021-02-13 11:47:04 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
...
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
...
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
742917c6d7
- re-enabled the autoload-after-death function.
...
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Christoph Oelckers
91e23b3ab5
- Exhumed: play the menu advance sound when starting a game
2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793
- fixed some issues with prematurely terminated sounds.
2020-10-10 12:57:43 +02:00
Christoph Oelckers
19c719db4e
- image scroller is working again.
2020-10-08 22:53:12 +02:00
Christoph Oelckers
a953404331
- SW's text menus done.
...
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
26a31a626d
- option menus are working, although all colors are still wrong and the captions are not displayed.
2020-10-04 21:42:40 +02:00