Christoph Oelckers
479616a80f
- got new CVar system from GZDoom.
2022-10-22 00:12:17 +02:00
Christoph Oelckers
5eb9af1e00
- Backend update from GZDoom
...
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00
Christoph Oelckers
45690a0e23
- cleanup of the DrawLine interface,
2022-10-15 12:10:46 +02:00
Mitchell Richters
7cef3ac655
- Restore non-vector F2DDrawer::AddLine()
and F2DDrawer::AddThickLine()
interfaces.
2022-10-14 23:55:31 +02:00
Mitchell Richters
d63fb33dd0
- Pass DVector2
objects directly through to F2DDrawer::AddLine()
and F2DDrawer::AddThickLine()
.
...
* Since all the external code calling through to these methods are built on vectors, makes sense to pass them around by reference.
2022-10-14 18:19:04 +02:00
Christoph Oelckers
c1d603e1e9
- backend update from GZDoom.
2022-10-02 20:33:18 +02:00
Christoph Oelckers
c2fc7577db
- cleanup of 3D viewport code.
...
Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
2022-08-05 17:04:45 +02:00
Christoph Oelckers
89e8d7ad58
- removed all remnants of the softpoly renderer which was never used in Raze.
2022-08-03 13:27:48 +02:00
Christoph Oelckers
6591b3b090
- Backend update from GZDoom.
...
Mainly new features for 2D drawer and model renderer.
2022-07-23 12:05:27 +02:00
Christoph Oelckers
abb7f87de3
- Backend update from GZDoom.
2022-07-23 12:10:08 +10:00
Christoph Oelckers
eb8fae761e
- backend update from GZDoom.
2022-06-26 09:35:21 +02:00
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
1de9c63d45
- fixed center aligned rendering of 2D content.
...
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
5bd53cbe8c
- do not use clamp for calculation scale factors in Get...Scale.
...
These operations are not actual clamps and can assert on some implementations.
2021-11-29 00:57:09 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2
- Replace MAX()
from templates.h
with version provided in STL.
...
# Conflicts:
# source/common/textures/hw_ihwtexture.cpp
# source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
9071949a46
- backend upate from GZDoom
...
* Vulkan SDK and dependencies updated.
* better interface for buffers in the render backend.
2021-10-30 09:34:38 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
4ff2010bd1
- moved the entire screen job management to the script side.
...
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
1022564cab
- initial framework for scriptification of screen jobs.
2021-04-30 20:08:23 +02:00
Rachael Alexanderson
3f30d91323
- 21:9 improvements
...
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:45:12 -05:00
Christoph Oelckers
c33525381e
- undid the native part of GetFullscreenRect because the functions are not compatible.
2020-10-24 18:13:45 +02:00
Christoph Oelckers
c82d9d2908
- backend update from GZDoom.
2020-10-24 17:30:47 +02:00
Christoph Oelckers
6ba06f5ed0
- ImageScroller WIP commit.
2020-10-08 22:20:41 +02:00
Christoph Oelckers
8caaf4fa64
- menu transitions are working again.
2020-10-08 16:33:11 +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
53c3a6fc9b
- silenced some warnings.
2020-10-07 16:02:49 +02:00
Christoph Oelckers
dff8339ba3
- backend update from GZDoom.
2020-10-04 19:33:50 +02:00
Christoph Oelckers
03a0cf943e
-minor cleanup and backporting of con_pulsetext from Raze.
2020-09-27 16:12:49 +02:00
Christoph Oelckers
3210dd5782
- fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code.
2020-09-26 11:59:24 +02:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
c61a2c3486
- enable palette emulation for HUD weapon drawing.
...
Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
3a6ccac8ea
- fixed bad offset with vertically mirrored sprites.
...
Fixes #239
2020-08-24 21:15:22 +02:00
Christoph Oelckers
c09a5150a9
- added some predefined fullscreen modes
...
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers
da90bd3b6a
- fixed: When drawing fullscreen, ignore texture offsets.
...
Fixes #218 .
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
b120bade95
- fixed scuba gear display.
...
Fixes #37 .
2020-07-26 18:35:47 +02:00
Christoph Oelckers
efb73d04a0
- re-fixed the fix: Turned out that flipped offsetting is a bit more tricky.
...
Due to how this works it cannot be done automatically, it must be passed as a parameter because at the point where the offset gets applied, all information about how it was specified is lost.
This must be enabled as a specific parameter to DrawTexture.
2020-07-26 08:31:54 +02:00
Christoph Oelckers
1e8b8443b0
- implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar.
2020-07-24 23:08:48 +02:00
Christoph Oelckers
61d08f41e0
- fixed DTA_KeepRatio.
2020-07-17 21:14:58 +02:00
Christoph Oelckers
55feadd11c
- render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes
2020-07-16 13:23:26 +02:00
Christoph Oelckers
f1a2836877
- it continues.
...
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
691643b035
- fix DTA_KeepRatio for fullscreen scaling.
2020-07-03 10:53:02 +02:00
Christoph Oelckers
c09b4896a6
- made RR summary screens work.
2020-07-01 22:14:11 +02:00
Christoph Oelckers
2ddec37098
- added a texture format for single frame ANMs so that they can be handled like normal images.
...
The intermission code is doing weird things with them that isn't really portable.
2020-06-28 14:41:44 +02:00
Christoph Oelckers
67fa7f8275
- work on Duke intro sequence.
...
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers
b9a567463c
- fixed compile error.
2020-06-17 12:26:06 +02:00
Christoph Oelckers
d7225c1965
- backend update from GZDoom
2020-06-07 15:02:54 +02:00