Christoph Oelckers
2ac83b733c
- SW: clear some pointers before killing actors in TerminateLevel.
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KillActor is an in-game function which may produce undefined behavior if being run on a partially deinitialized level.
All actor pointers it may operate upon should be cleared before taking down the actors.cpp
2022-01-02 15:06:57 +01:00
Christoph Oelckers
d0ab13f95a
- use GPLv2 in all files dual-licensed with the Doom Source license.
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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
Christoph Oelckers
46078323ff
- backend update from GZDoom, mainly license updates.
2022-01-02 12:24:53 +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
69283bfb0c
- tabified several Blood source files.
2021-12-30 09:58:47 +01:00
Christoph Oelckers
4f8f85c634
- backend update from GZDoom.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
3be2128b3a
- added utilities to read all usermaps into a directory tree
2021-12-30 09:58:08 +01:00
Christoph Oelckers
87a32d9095
Revert "- fixed music lookup for user maps."
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This reverts commit 9558e7d518c1d5f7a898fcb2564078bd9ec956ac.
2021-12-30 09:58:08 +01:00
Christoph Oelckers
7204b7c616
- fixed music lookup for user maps.
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This was only looking for real files, but instead needs to check the file system. The game directory's content will always be part of that so other checks are counterproductive.
2021-12-30 09:58:07 +01:00
Christoph Oelckers
7bbd4343a8
- renamed all shadowing variables in Duke.
2021-12-30 09:57:33 +01:00
Christoph Oelckers
9e14b168bb
- addressed more shadowed variables in common code.
2021-12-30 09:57:32 +01:00
Christoph Oelckers
ca9d73ffee
- renamed some shadowing variables in common code.
2021-12-30 09:57:32 +01:00
Christoph Oelckers
e41db411e4
- made TFlags mostly constexpr
2021-12-30 09:56:46 +01:00
Christoph Oelckers
b3873be514
- added some utilities to the Plane class that will be needed soon.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
411e3e6f9c
- make SectionGeometry create some data.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
b1bf12df9d
- section fixes.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
ad018db80a
- new section builder.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
6db1ba47c2
- SW: fixed some savegame issues:
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* 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
Mitchell Richters
a4d165a84e
- Tidy some specified bound equals destination size
warnings from GCC.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
74da3e5fa7
- added savegame support for the new actor management.
2021-12-26 23:10:03 +01:00
Mitchell Richters
38842994e0
- Remove the constructors from TObjPtr
class.
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They're not used in Raze and were preventing build issues under POSIX environment as you can't use constructor objects in anonymous aggregate types (unnamed structs, etc).
2021-12-26 23:10:02 +01:00
Christoph Oelckers
2d913982da
- changed map loader to work without relying on spritetype::sectnum.
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All access to this field is done through access functions now.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
8ee5d1b0d7
- activated the garbage collector
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This finally gets rid of all static storage for actors - so no more indices ever! :)
2021-12-26 23:10:00 +01:00
Christoph Oelckers
0dd756fa32
- added GC handling for all backend pointers in the map data.
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GC is not active yet!
2021-12-26 23:10:00 +01:00
Christoph Oelckers
138690d34e
- do not use auto to make local copies of TObjPtr's.
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This will just copy the object without performing the read barrier on the source data which is not what we want here.
For these assignments the type must be explicit.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
fa62b20d76
- GC setup for Duke.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
97b19a5cb1
- adapted Blood's sound engine to using actors.
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Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
96b9572905
- moved parts of the HitInfo subclasses into the backend.
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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
7d2404ce76
- made sector a TArray.
2021-12-25 21:28:49 +01:00
Christoph Oelckers
94a37dfcdc
- extended walltype to directly manage Blood's XWALL.
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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
e21f899989
- added all #includes needed to compile on Windows without using precompiled headers.
2021-12-14 12:24:09 +01:00
Christoph Oelckers
7e2431ebd8
- replaced the remaining content from compat.h
2021-12-14 10:15:58 +01:00
Emile Belanger
9e9bb66e9a
GLES: Fix bias state
2021-12-11 13:44:23 +01:00
Emile Belanger
9e1e824f5e
GLES: Fixed palette mode and interpolation
2021-12-11 13:23:39 +01:00
Emile Belanger
5a8c57040f
GLES: Palette mode now GLES2 compliant. Interpolation not yet working.
2021-12-11 13:23:39 +01:00
Christoph Oelckers
a8c4d61fab
- default-enable GL_DEPTH_CLAMP for the GLES renderer.
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This brings it in line with the other backends.
2021-12-08 00:19:49 +01:00
Mitch Richters
7f1b8402d1
- Slight optimisation to I_GetInputFrac()
by multiplying by inverse instead of dividing on a constant.
2021-12-07 20:02:11 +11:00
Mitch Richters
b6b0887611
- Fix missed flags pass-through in bool StartCutscene(const char* s, int flags, const CompletionFunc& completion)
overload.
2021-12-07 19:59:19 +11:00
Christoph Oelckers
c2baa68160
- fixed camera textures breaking in SW when restarting a level.
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This was caused by attempting to delete the camera textures when cleaning up the mirror array.
The Build tile manager was not prepared for such a use case and left a broken texture behind.
To allow this to function it now resets the texture replacement type when deleting a tile and to avoid creating new camera textures these will now be stored in a cache and recycled later.
2021-12-02 21:40:43 +01:00
Christoph Oelckers
f765783437
- various small bits of cleanup.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
b54e52330c
- Blood: don't play the same looped sound multiple times on the same actor.
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This caused some strong echoing on E4M6.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
1de9c63d45
- fixed center aligned rendering of 2D content.
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This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
793aaf242c
- make upscaling of sky textures depend on the single tile size, not the entire composite texture.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
448db9c93d
- enable texture upscaling in Polymost, disable it for the movie player's textures.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
5bd53cbe8c
- do not use clamp for calculation scale factors in Get...Scale.
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These operations are not actual clamps and can assert on some implementations.
2021-11-29 00:57:09 +01:00
Christoph Oelckers
1bbbeb8f4c
- Blood: reworked GetClosestSpriteSectors to use dynamic arrays, deleted unused GetClosestSectors.
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# Conflicts:
# source/games/blood/src/aibeast.cpp
# Conflicts:
# source/games/blood/src/aibeast.cpp
# source/games/blood/src/gameutil.h
2021-11-29 00:55:43 +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
Mitch Richters
e491d15ff9
- Move InputScale()
out of inputstate.cpp and into i_time.cpp
as I_GetInputFrac()
to make it available to GZDoom for potential future requirements.
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* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00