Christoph Oelckers
c81e79e635
- fixed merge error.
2020-05-23 12:59:03 +02:00
Christoph Oelckers
cfe02cebf1
- moved music code to "common"
2020-05-23 12:37:47 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
...
# Conflicts:
# source/core/music/music.cpp
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
d0406e27b6
- all base palette data has been transitioned to GPalette.
2020-05-23 12:31:05 +02:00
Christoph Oelckers
6f9ee4b60f
- store palettes in the palette container.
2020-05-23 12:31:05 +02:00
Evan Ramos
960d4b6ecc
Duke3D: Fix breaking glass
...
Amends dc46c60e9fb511c0bc955ca39ea48ccfa3b02a24
2020-05-22 23:41:14 +02:00
NY00123
cf22b4da0a
sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which
...
is now required. Previously, it would be called from faketimerhandler,
which in turn is called from the engine.
2020-05-22 23:41:13 +02:00
NY00123
a69f738287
sw/src/copysect.cpp: Temporarily disable interpolation of sector object
...
if any of its sectors is impacted by CopySectorWalls. Fixes
a possible flicker with the drill at the end of level 2.
2020-05-22 23:41:11 +02:00
NY00123
ccf6722b70
SW: Don't interpolate a sector object if the corresponding lasttic value is 0
2020-05-22 23:41:10 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
...
separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
d510b9b95a
sw/src/sync.cpp:SOSync: Remove commented out code
2020-05-22 23:41:08 +02:00
NY00123
d43bffd118
SW: Remove unused DoubleInitAWE32 variable
2020-05-22 23:41:07 +02:00
NY00123
f94b38b138
SW: Modify getinput to update oq16ang/oq16horiz with the same amount
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of change that camq16ang/camq16horiz gets. Such an update is possible
after making sure that UpdateInputs (faketimerhandler) is
never called from domovethings.
# Conflicts:
# source/sw/src/game.cpp
2020-05-22 23:41:05 +02:00
NY00123
6b5cf9525b
sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock
...
and ready2send and the call to timerUpdateClock, which are now done
before calling UpdateInputs itself from RunLevel.
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:40:00 +02:00
NY00123
ae2bcdd1a6
Rename faketimerhandler -> UpdateInputs and keep an empty
...
faketimerhandler stub in SW. This basically deprecates
the usage of faketimerhandler in the game.
2020-05-22 23:39:45 +02:00
NY00123
6daf42a959
sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code
...
from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is
done even while staying in the menu; Behaviors will otherwise break.
We should also call timerUpdateClock() before the loop, especially
after removing the call to this function from faketimerhandler soon.
2020-05-22 23:39:43 +02:00
NY00123
25b5d69cab
SW: Remove commented out code accessing non-existing variable
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# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:39:42 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
...
# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
NY00123
916cd01550
SW: While not exactly a favorite of mine, this fixes the floorz updates
...
of the secret rotating pillar in level 1 with SO interpolation.
The drill in level 2 is also covered. So far, SetVatorActive seems
to be the only place where interpolation of ceiling/floorz
may be set, outside of the SO interpolation code.
2020-05-22 23:39:12 +02:00
Christoph Oelckers
f53b348782
- stop the railgun's active sound if another weapon is selected.
2020-05-22 23:02:25 +02:00
Christoph Oelckers
ffbe275a4a
- fixed some issues pointed out by CI.
2020-05-22 20:31:21 +02:00
Christoph Oelckers
f9a3ca8b6f
- fixed compilation.
2020-05-22 18:35:25 +02:00
nukeykt
37c5245775
Blood: fix sprite rendering glitch related to ROR
...
# Conflicts:
# source/blood/src/view.cpp
2020-05-22 18:30:59 +02:00
Evan Ramos
71dc4ff5a4
SW: Fail gracefully from WarpToArea instead of aborting
2020-05-22 18:29:21 +02:00
Evan Ramos
f318d2282a
SW: Clear the background during cinematics
...
# Conflicts:
# source/sw/src/anim.cpp
2020-05-22 18:29:20 +02:00
Christoph Oelckers
6a0785bbd4
- manual update of some missed content.
2020-05-22 18:28:03 +02:00
NoOneBlood
f60fa44efb
- Disable STD random for autobuilds
...
- kModernEffectGen: fix getting middle of the sprite
# Conflicts:
# source/blood/src/nnexts.cpp
2020-05-22 17:43:08 +02:00
nukeykt
6ec33c2954
Blood: do not use tile offsets for voxels
2020-05-22 17:38:35 +02:00
sirlemonhead
17be2617cf
Clean up the FileStream code: Remove non-working Is_Eos() and make Seek() and Skip() return int.
2020-05-22 17:38:21 +02:00
sirlemonhead
6f64967d00
libsmackerdec: Fix incorrect version comparison (though it wasn't breaking anything)
2020-05-22 17:38:04 +02:00
sirlemonhead
e2569d9980
libsmackerdec: Implement GotoFrame() function
...
# Conflicts:
# source/libsmackerdec/src/SmackerDecoder.cpp
2020-05-22 17:37:43 +02:00
NoOneBlood
9428c88e29
- Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon.
...
- Change damage scale and min firedist for Custom Dude.
- Remove unnecessary checks in callback of tracking condition.
- Fix picWidth() function.
- Better initialization of modern stuff.
- kModernSeqSpawner: disable all other spawners with same TX ID when enabling current.
- Fix: sceneQav was not playing if resurrected with COUSTEAU cheat.
- kModernPictureChanger: remove kModernFlag01 feature (deprecated).
- kModernSectorFXChanger: add flags to control where exactly light effect should appear.
- kModernCondition:
- add delay before sending command if condition is true.
- take in account state, so kCmdState and kCmdNotState is useful.
- fix wrong comparison result in some conditions.
- add new various conditions.
- kModernPlayerControl:
- fix start / stop playing qav scene when triggered with event command converted to sprite command.
- add a way to resurrect / heal player.
- add event commands to toggle inventory item status via trigger.
- fix that Remote and Proximity detonators cannot be given.
- add clear all screen effects option.
- proper percents for changing movement / jumping.
- kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink.
- kModernSpriteDamager: treat damage value as percents by default, take in account god mode.
- kModernEffectGen: fix wrong cstat for effects.
- kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it.
- Players: assign or update current player's sprite index for all conditions.
# Conflicts:
# source/blood/src/nnexts.cpp
2020-05-22 17:36:37 +02:00
nukeykt
96c9ca657e
Blood: poll player input at least once to prevent skips
...
Fixes #329
2020-05-22 17:35:39 +02:00
NoOneBlood
c000e2e3b3
- Removed link support for various upper / lower stacks (deprecated)
...
- Removed link support for path marker (deprecated)
- Removed link support for counter sector (deprecated)
- STD random for wind generator
2020-05-22 17:35:11 +02:00
MexMeRcUrY
142e611125
fixes #343
2020-05-22 17:35:01 +02:00
NoOneBlood
569fcc9542
- Custom start health fix
...
- Check for system reserved statnums in gModerMap
2020-05-22 17:34:54 +02:00
NoOneBlood
e3e805b24c
- More compact code for event redirection
...
- Fix demo desync
- Fix MINGW compile warnings
- Move custom start health from data4 to sysData2 in gModern maps
- Proper respawn for custom dude
# Conflicts:
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-05-22 17:34:33 +02:00
NoOneBlood
64de30209b
- Player control: more strict rules for copying properties of xsprite
...
- Fix for custom health when respawning enemy
- Fix for custom dude when respawning it
- Conditions: added way to refresh sprite index in tracking conditions
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-05-22 17:33:05 +02:00
Evan Ramos
8b0da35cb8
Avoid warnings when defining only extra in tilefromtexture
...
# Conflicts:
# source/build/src/defs.cpp
2020-05-22 17:30:52 +02:00
Evan Ramos
26333dcaad
Blood: Make voxels and models loaded via def inherit rotation automatically
2020-05-22 17:30:43 +02:00
nukeykt
1ef8df0a4c
Blood: Fix model yoffset
2020-05-22 17:29:50 +02:00
NoOneBlood
f1f9fcff5c
- Changes for conditions (WIP)
...
- Fix for picWidth();
2020-05-22 17:29:22 +02:00
NoOneBlood
71b110a75e
- Double print in console fix for consoleSysMsg
...
- Changes for kModernCondition
# Conflicts:
# source/blood/src/globals.cpp
2020-05-22 17:29:12 +02:00
NoOneBlood
c27f3b8d20
- Changes in damage scale for Custom Dude
...
- Conditions: added conditions for player and enemies (WIP)
2020-05-22 17:28:48 +02:00
NoOneBlood
014dfc346b
- Added tracking type of conditions. Generally conditions is still WIP.
...
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00
Evan Ramos
4d7b37ca1a
Rednukem: Remove redundant comment and fix formatting
...
# Conflicts:
# source/rr/src/gameexec.cpp
2020-05-22 17:26:36 +02:00
nukeykt
b7294e45a1
Blood : Fix mirror issue
...
Fixes #334 and #338
# Conflicts:
# source/blood/src/menu.cpp
2020-05-22 17:25:54 +02:00
MexMeRcUrY
aee64e8e34
fix #333
2020-05-22 17:24:42 +02:00
MexMeRcUrY
5faef5d6dd
Blood: Caleb doesn't talk in multiplayer
2020-05-22 17:24:41 +02:00
MexMeRcUrY
f1421bd8ee
Blood: Caleb doesn't talk in multiplayer
2020-05-22 17:24:41 +02:00
sirlemonhead
8f8f033956
Rednukem: Limit sprite shade change to Redneck Rampage games, and add guard for invalid array access. Fixes ASAN error.
2020-05-22 17:22:18 +02:00
sirlemonhead
19ab05655b
Prevent invalid array index in polymost_spriteIsModelOrVoxel()
...
# Conflicts:
# source/build/src/polymost.cpp
2020-05-22 17:22:18 +02:00
sirlemonhead
73a56f76af
PCExhumed: Avoid some original memory read bugs and correct some bullet code branching.
2020-05-22 17:22:00 +02:00
sirlemonhead
02d4712e57
Rednukem: Fix MVE crash on Release gcc builds.
2020-05-22 17:21:03 +02:00
sirlemonhead
808d0591eb
Rednukem: Add newline to end of playmve.h
2020-05-22 17:21:03 +02:00
sirlemonhead
b89c6da6b8
Rednukem: Playback support added for Rides Again intro movie. Closes #266
...
# Conflicts:
# GNUmakefile
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/game.cpp
2020-05-22 17:21:03 +02:00
sirlemonhead
20cfbc1786
PCExhumed: Fix the timing of credits text when not using CD audio.
...
# Conflicts:
# source/exhumed/src/exhumed.cpp
2020-05-22 17:17:54 +02:00
Evan Ramos
262f2234c6
Duke3D: Disable dead code in implementation of undocumented SE 128
...
Avoids warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
2020-05-22 17:11:16 +02:00
Jordon Moss
49deeb350e
Fix trains not moving spawn points with higher indexes than player count.
2020-05-22 17:11:16 +02:00
Richard C. Gobeille
d9b8f58558
Duke3d: make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware
2020-05-22 17:01:37 +02:00
Richard C. Gobeille
e2d79b4682
engine: add yax_getflorzofslope() and yax_getceilzofslope()
2020-05-22 17:01:36 +02:00
Richard C. Gobeille
5e677d6089
Duke3d: restore previous version of VM_ASSERT macro for compilers other than MSVC
2020-05-22 17:01:35 +02:00
Richard C. Gobeille
3ab314e95a
engine: make cliptestsector() (used by clipmove(), etc) TROR aware
...
This is intended to help with issues where enemies get stuck in thin TROR layers.
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 17:00:55 +02:00
Richard C. Gobeille
14f3eb17f1
Duke3d: flip CON_USE_COMPUTED_GOTO dispatch macro logic around so the branch is taken less often
2020-05-22 17:00:12 +02:00
Richard C. Gobeille
34126a50be
Duke3d: change random_angle hack in CON_MOVE to match CON_AI
2020-05-22 17:00:11 +02:00
Richard C. Gobeille
b0902f916a
Duke3d: zero player return_to_center when setting horizRecenter to false
2020-05-22 17:00:10 +02:00
Richard C. Gobeille
2d4f6be147
Duke3d: convert several more VM error checks into VM_ASSERT statements
...
# Conflicts:
# source/duke3d/src/gameexec.cpp
2020-05-22 17:00:09 +02:00
Richard C. Gobeille
7fbcab3dc1
Duke3d: VM_ASSERT fix
2020-05-22 16:57:34 +02:00
Richard C. Gobeille
86e2f4ec8a
Revert "Duke3d: set .horizRecenter when handling SK_CENTER_VIEW"
...
This reverts commit ef06d8c3dba3e4ccf9388bf31404ab23ebdcb37e.
2020-05-22 16:57:01 +02:00
Richard C. Gobeille
1f82cfa3bf
Duke3d: replace VM_CONDITIONAL macro with a lambda
...
# Conflicts:
# source/duke3d/src/gameexec.cpp
2020-05-22 16:57:00 +02:00
Richard C. Gobeille
c0160065e4
Duke3d: this is intended to fix an issue where CON VM errors within a CON_FOR loop could cause an infinite loop
2020-05-22 16:56:24 +02:00
Richard C. Gobeille
8cf064b90c
Duke3d: add a few missing VM_ASSERT checks
2020-05-22 16:56:23 +02:00
Richard C. Gobeille
1a1112b4c1
Duke3d: fix OOB memory access in CON_FOR
2020-05-22 16:55:37 +02:00
Richard C. Gobeille
dc9c6ce2e6
Duke3d: allow SE_14_SUBWAY_CAR to move STAT_PLAYER sprites
...
Fixes #18 .
2020-05-22 16:54:12 +02:00
Richard C. Gobeille
23909f8ca1
Duke3d: hoist checks for ST_2_UNDERWATER outside of loops in SE_14_SUBWAY_CAR processing
2020-05-22 16:54:10 +02:00
Richard C. Gobeille
45fd214ffe
Duke3d: remove interpolation fixups from subway
...
These aren't needed anymore after Striker's patch to improve overall interpolation.
2020-05-22 16:54:09 +02:00
Richard C. Gobeille
b19d258870
Duke3d: fix APLAYER radius damage distance calculation regression
...
Fixes #20 .
2020-05-22 16:54:08 +02:00
Richard C. Gobeille
f5788c331e
Clarify clipupdatesector() log message a bit
...
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 16:52:08 +02:00
Richard C. Gobeille
32ddabb12c
Derp...
...
Probably actually fixes #4 . Regardless, I want to note that this is really sub-optimal.
# Conflicts:
# source/duke3d/src/m32def.cpp
2020-05-22 16:51:27 +02:00
Richard C. Gobeille
61d82c8152
Fix really stupid error with CON_NULLOP branch detection
...
Fixes #4 .
# Conflicts:
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/m32def.cpp
2020-05-22 16:50:28 +02:00
Richard C. Gobeille
94d098f8ef
Fix a crash with tabledivide64()
...
Fixes #1 .
2020-05-22 16:50:02 +02:00
Jordon Moss
79d2bb1bb8
Fix player sprite disappearing and chat indicator using the wrong sprite when typing.
2020-05-22 16:48:44 +02:00
Jordon Moss
658a96ce19
Re-added a check in VM_Move that probably should't have been removed.
2020-05-22 16:48:24 +02:00
Mitchell Richters
d98813f00f
SW: Allow sector object interpolations to be disabled for debugging.
...
New code is causing some issues. Upstream allow it to be toggled, so let's do that also.
2020-05-22 16:43:34 +02:00
Christoph Oelckers
bad17f29e0
- made some tweaks to the anti-z-fighting code in Polymost.
...
It now picks the minimum of the current formula and the one from before June 2017 - the current one was causing problems with sprites in the distance so now the old one is used as an upper bound.
2020-05-22 16:27:45 +02:00
Christoph Oelckers
683672a1be
- added missing game specific autoload handler.
2020-05-22 01:24:40 +02:00
Mitchell Richters
45cc95401f
SW: Make game compile after upstream backports.
2020-05-21 18:47:37 +02:00
Evan Ramos
0ab81904c2
SW: Allow Strafe Left and Right to turn vehicles
2020-05-21 18:47:37 +02:00
Evan Ramos
9d11c7dfb1
SW: Add FOV support.
2020-05-21 18:47:37 +02:00
Evan Ramos
edccdccfb4
SW: Fall back gracefully if map mirror tags are not fully correct
2020-05-21 18:47:37 +02:00
Evan Ramos
e6dd2741f3
SW: Instrument Saveables with debug_break
2020-05-21 18:47:37 +02:00
Evan Ramos
9eefd3d892
SW: Add PanelSpriteFunc values to saveables
2020-05-21 18:47:37 +02:00
NY00123
024d4e7297
SW: Afraid that we should disable almost all kinds of SOs in multiplayer
...
for now, due to possible jitters. Currently leaving remote-controlled SOs.
2020-05-21 18:47:37 +02:00
NY00123
ab99b3b79d
SW: Call FunctionKeys from getinput only if the latter is called
...
from faketimerhandler. This should fix the timing of playing an
RTS file's sound and sending the corresponding message.
2020-05-21 18:47:37 +02:00
NY00123
75c76f073a
SW: Fix aiming in coop view
2020-05-21 18:47:37 +02:00
NY00123
5baba6b9f3
SW: Don't interpolate a non-remote sector object controlled
...
by the player. Make sure looking up/down is still smooth.
2020-05-21 18:47:37 +02:00
NY00123
bdacab366a
SW: Disable interpolation of sector objects that
...
don't move as smooth as possible in multiplayer
2020-05-21 18:47:37 +02:00
NY00123
f3654d80e7
Store sector object interpolation data in saved game
2020-05-21 18:47:37 +02:00
NY00123
27675d9f4f
Remove the preceding sprite interpolation functions, not needed anymore
2020-05-21 18:47:37 +02:00
NY00123
221172311c
SW: Let's make use of interpso.*. Still need to do a few more things.
2020-05-21 18:47:37 +02:00