Christoph Oelckers
db7527fa43
- fix sky palette in Polymost mode.
2021-04-22 22:03:16 +02:00
Mitchell Richters
6fca2de7f3
- Fix clocking of timer when doing cumulative loads in loaddefinitionsfile()
.
2021-04-22 18:57:41 +10:00
Mitchell Richters
8e53489487
- Remove some leftover stuff from gamecontrol.h
.
2021-04-22 18:53:14 +10:00
Mitchell Richters
733f4f7aea
- Move all the timing code from LoadDefinitions()
to loaddefinitionsfile()
2021-04-22 18:50:49 +10:00
Mitchell Richters
27767f61ae
- Move for (auto& m : *userConfig.AddDefs)
loop from loaddefinitionsfile()
into LoadDefinitions()
and rework debug timer code to accommodate.
...
* Change also reverts 5af7be42a2
.
2021-04-22 16:33:45 +10:00
Mitchell Richters
c0e5599478
Merge branch 'master' into newrenderer
2021-04-22 08:58:26 +10:00
Mitchell Richters
ab4c18a73a
- processMovement()
: Remove attenuation of hidInput->dyaw
that was missed when scaling was removed from backend in 44e4c5ff78
.
2021-04-22 08:58:17 +10:00
Mitchell Richters
31a75b4fc4
- Delete release log file that snuck in via 66e5b9ada7
.
2021-04-22 08:55:50 +10:00
Mitchell Richters
5af7be42a2
- LoadDefinitions()
: Remove if statement added in 1ea25e5d0e
that was causing added DEF files not to load.
...
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
729928c576
- SW: fixed bad serialization of sector object pointers
2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680
- fixed issue with restoring SO sprite array.
...
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e
- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8
- savegame code cleanup.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7
- SW: save tracks as JSON.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c
- SW: eliminated the int pointer in ANIM.
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d
- SW: serialize SO interpolations as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd
- save sector objects as JSON
2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd
- SW: save globals as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301
- SW: save the player and related data as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc
- better USER clearing.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
...
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
9c3aa7bb6c
- use the proper file names for loading -adddefs.
2021-04-21 23:55:40 +02:00
Christoph Oelckers
eb573bea23
- removed all compensation for the clamped shades.
...
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00
Christoph Oelckers
dc0df7d081
- don't clamp shade values in the setup pass.
...
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
9092b5c392
- removed some unused stuff from engine.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
b8f9bdb7c1
- made savepic work with new renderer.
2021-04-21 22:32:27 +02:00
Mitchell Richters
98a9963bb5
- Fix release builds of project and remove old def_.cpp
stub file.
2021-04-22 06:30:44 +10:00
sinisterseed
3159ef0691
- and get rid of this too.
...
This is irrelevant.
2021-04-21 21:40:39 +03:00
sinisterseed
2d73b19887
- updated menus and changed the mentions of "Polymost" to "Render".
...
These settings now extend to the new render as well, so the mentions of Polymost had to be changed accordingly.
2021-04-21 21:20:43 +03:00
Christoph Oelckers
c67a3e76b4
- seems I missed a bit...
2021-04-21 18:34:34 +02:00
Christoph Oelckers
35594a5516
- def parser cleanup, plus some better error messages.
2021-04-21 18:16:08 +02:00
Christoph Oelckers
ba5e7d419c
- cleaned up the remains of the old def parser.
2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e
- reworked the def parser's main loop.
2021-04-21 18:15:25 +02:00
Christoph Oelckers
8c854441bc
- model command migrated
2021-04-21 18:15:12 +02:00
Christoph Oelckers
542e1b2ba7
- ported all simple model commands.
...
'model' is the last remaining one.
2021-04-21 18:15:12 +02:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
b49de68c86
- migrated highpalookup, basepalette and undefbasepaletterange.
2021-04-20 22:43:02 +02:00
Christoph Oelckers
f51872db25
Merge branch 'master' into newrenderer
2021-04-20 20:46:06 +02:00
Christoph Oelckers
16f45ffe3d
- fixed small oversight in makepalookup parser.
2021-04-20 20:44:22 +02:00
Christoph Oelckers
512411d0fa
- parseUndefTexture(Range)
2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386
- parseUndefPalookupRange
2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462
- parseMakePalookup
2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7
- fixed a few parsing errors.
2021-04-20 20:41:04 +02:00