Commit graph

2339 commits

Author SHA1 Message Date
Christoph Oelckers
712d28ff40 - clean out some stuff 2022-10-15 11:35:38 +02:00
Christoph Oelckers
3e76d49b6e - removed the mul vel wrappers 2022-10-15 10:15:21 +02:00
Christoph Oelckers
6fd8dae380 - removed the non-Blood float_* access wrappers 2022-10-15 10:15:21 +02:00
Christoph Oelckers
62ba753585 - remove vel clear wrappers 2022-10-15 10:15:21 +02:00
Christoph Oelckers
b924569755 - started removing trivial vel wrappers 2022-10-15 10:15:20 +02:00
Christoph Oelckers
64e8a369ec - floatified velocity storage 2022-10-15 10:15:20 +02:00
Christoph Oelckers
e361abb96d - added some utilities 2022-10-14 23:55:32 +02:00
Christoph Oelckers
0c146e7ccb - Unify the velocity vectors of all games
spritetype’s former vel fields are only being retained for alternative use - yvel -> yint as generic parameter in Duke and zvel -> inittype for Blood.
2022-10-14 23:55:31 +02:00
Christoph Oelckers
c45ecdae73 - wrapped all velocity access in Blood, except the places where an address of vel is taken 2022-10-14 23:55:30 +02:00
Christoph Oelckers
7a7a2cdb39 - various replacements of vel 2022-10-14 23:55:30 +02:00
Christoph Oelckers
1999340c8a - add_int_bvel_z 2022-10-14 23:52:43 +02:00
Christoph Oelckers
12e5fd133c - add_int_bvel_x 2022-10-14 23:52:43 +02:00
Christoph Oelckers
49f0e9c57d - batch 3 of vel. 2022-10-14 23:52:43 +02:00
Christoph Oelckers
193d20bb4d - wrapped more xvels 2022-10-14 23:52:43 +02:00
Christoph Oelckers
e3758d6adc - started wrapping vel 2022-10-14 23:52:42 +02:00
Christoph Oelckers
e7b09dbaac - renamed vel. 2022-10-14 23:52:42 +02:00
Christoph Oelckers
cb81a50752 - Blood vel wrappers. 2022-10-14 23:52:42 +02:00
Christoph Oelckers
a5a04b1123 - moved Blood's velocity vector to DCoreActor. 2022-10-14 23:52:42 +02:00
Christoph Oelckers
9ba03ac53f - renamed yvel to yint in Duke.
It's never used as velocity, but as an auxiliary parameter so name it appropriately.
2022-10-14 23:17:45 +02:00
Christoph Oelckers
b0e67ab88d - clear_yvel 2022-10-14 23:13:34 +02:00
Christoph Oelckers
f8ba5bb660 - final xvel cleanup. 2022-10-14 23:13:33 +02:00
Christoph Oelckers
aa22e48036 - preparations for xvel wrapping.
Mainly providing alternative names for the spritetype members and redirecting all relevant access to those.
2022-10-14 23:02:11 +02:00
Christoph Oelckers
9f08abc90e - eliminate the only use of zvel in tspritetype.
Since this never gets manipulated on the tsprite size, better get it directly from the actor so that the final velocity vector does not need to be in spritetype et.al.
2022-10-14 20:31:57 +02:00
Christoph Oelckers
05f488ce3c - add more wrappers and use 'inittype' where the actual zvel member of spritetype is wanted.
This will avoid problems with search&replace later.
2022-10-14 20:31:56 +02:00
Christoph Oelckers
8946a66350 - handle zvel multiplications with a wrapper.
This completes wrapping of zvel.
2022-10-14 20:31:56 +02:00
Christoph Oelckers
8bfedc327f - add_int_zvel 2022-10-14 20:31:56 +02:00
Christoph Oelckers
81fc066a5e - use zvel's alias inittype where it's not being used for velocity. 2022-10-14 20:31:55 +02:00
Christoph Oelckers
70d0d0622b - wrapped 0 assignments to zvel 2022-10-14 20:31:55 +02:00
Christoph Oelckers
3f7b423a4a - zvel wrapping, part 1. 2022-10-14 20:31:55 +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
Mitchell Richters
5407de6924 - Use MaxSmoothRatio everywhere so refactoring is easier later on. 2022-10-14 18:19:03 +02:00
Christoph Oelckers
463e1a8047 - account for stupid GCC limitation. 2022-10-14 18:19:03 +02:00
Mitchell Richters
681bd640ed - Make drawlinergb() use twod->AddThickLine() for when am_linethickness is greater than 1, not 2. 2022-10-14 18:19:02 +02:00
Mitchell Richters
7d85acac13 - Clean up remaining automap interfaces to finish the floatification.
* Even though we pre-calculate the sine/cosine needed in `DrawOverheadMap()`, Duke and SW require the full angle for their more mature automaps.
2022-10-14 18:19:02 +02:00
Mitchell Richters
986466de67 - Commence updating gi->DrawAutomapPlayer() for floatification, beginning with Duke's CSTAT_SPRITE_ALIGNMENT_FACING code. 2022-10-14 18:13:49 +02:00
Mitchell Richters
d9f8ac4d2a - Convert automap's follow_x/follow_y variables into a proper vector.
* Should have done this from the start, but anyhow...
2022-10-14 18:13:49 +02:00
Mitchell Richters
059f15c786 - Refactor floatified vector math to use inline wrapped around TVector2's Rotated() method.
* This will be used extensively in Duke and the other game as we finalise this conversion.
2022-10-14 18:13:49 +02:00
Mitchell Richters
e9d5cd2a3a - Flatten automap's zoom values from Q20.10 to floating point. 2022-10-14 18:13:49 +02:00
Christoph Oelckers
2838fa3e72 - floatified sectortype::ang 2022-10-14 17:17:37 +02:00
Christoph Oelckers
3ac4e7ed2d - eliminated player_int_ceiling_dist, player_int_floor_dist wrappers 2022-10-14 00:06:30 +02:00
Christoph Oelckers
81c7e7671f - fixed Clang warnings 2022-10-13 22:54:43 +02:00
Christoph Oelckers
785575604b - no need to use int_delta when all we want is the angle. 2022-10-13 22:54:43 +02:00
Christoph Oelckers
05a7fe8f36 - renamed walltype::fdelta and fcenter 2022-10-13 22:54:43 +02:00
Christoph Oelckers
6ce01e24d2 - renamed walltype::delta and walltype::center 2022-10-13 22:54:42 +02:00
Christoph Oelckers
1d28ebec98 - eliminated add_int_z and add_int_y wrappers 2022-10-13 22:54:42 +02:00
Christoph Oelckers
681784fdf8 - removed set_int_pos wrapper 2022-10-13 22:54:42 +02:00
Christoph Oelckers
f4d8ccf7b9 - floatified WarpToCoords 2022-10-13 20:58:12 +02:00
Christoph Oelckers
978c35fda1 - mess reduction in Blood’s TranslateSector
We can also get rid of set_int_xy now.
2022-10-13 20:42:29 +02:00
Christoph Oelckers
ad648676b1 - floatified SPREXT_AWAY handler 2022-10-13 19:59:16 +02:00
Christoph Oelckers
23bd9918af - pass a DVector3 to updatesectorneighbor 2022-10-13 19:59:15 +02:00
Christoph Oelckers
07826c7791 - eliminated DCoreActor::copyXY 2022-10-13 00:59:05 +02:00
Mitchell Richters
bff9856bf3 - Floatified DrawPlayerArrow(). 2022-10-13 00:59:05 +02:00
Mitchell Richters
61e70fefbd - Floatified drawwhitelines(). 2022-10-13 00:59:05 +02:00
Mitchell Richters
bb3959fb0f - Floatified drawredlines(). 2022-10-13 00:59:05 +02:00
Mitchell Richters
60f5d9b67c - Rework some automap functions in prep for floatification. 2022-10-13 00:59:04 +02:00
Mitchell Richters
85f7297ad3 - Floatified renderDrawMapView(). 2022-10-13 00:59:04 +02:00
Mitchell Richters
8a8fb3c658 - Floatified automap's follow_x/follow_y` variables. 2022-10-13 00:59:04 +02:00
Mitchell Richters
4d04a4dd3a - Floatified automap's gZoom.
* Also use the global directly in automap functions instead of passing it around as function variables.
2022-10-13 00:59:04 +02:00
Mitchell Richters
f5116dd787 - Pass a DAngle through to all the automap code. 2022-10-13 00:59:04 +02:00
Mitchell Richters
01ed871239 - Optimise spritetypebase::backupvec2() and remove now-unused backupx/y() methods. 2022-10-13 00:59:04 +02:00
Mitchell Richters
e970ed0f27 - Migrate spritetypebase::interpolatedvec3() to backend solution.
* Also eliminate unused `interpolatedvec2() method from class.
2022-10-13 00:59:03 +02:00
Mitchell Richters
1e36aa0e7f - Move TAngle<> interpolation function to common and add ones for TVector<> classes. 2022-10-13 00:59:03 +02:00
Mitchell Richters
bdf35ac3a9 - Eliminate spritetypebase::__interpolatedvec2(). 2022-10-13 00:59:03 +02:00
Mitchell Richters
0dcd209d91 - Fixed a missed interpolatedvaluef() fix. 2022-10-13 00:59:03 +02:00
Mitchell Richters
92b16907d2 - Use getincangle() in more places so it can be refactored easier later on. 2022-10-13 00:59:02 +02:00
Christoph Oelckers
d573ba4cad - pass map start as DVector3 2022-10-13 00:59:01 +02:00
Christoph Oelckers
40312d64c8 -coordinates 2022-10-13 00:59:01 +02:00
Christoph Oelckers
54cf1aea6f - got rid of CGibPosition 2022-10-13 00:59:00 +02:00
Christoph Oelckers
2f896b859b - made the code mostly signed-char safe.
This eliminates all char function parameters that are not really ASCII characters and casts all char argument to the ctype is... functions.
2022-10-12 22:12:30 +02:00
Christoph Oelckers
dc1c6976e2 - removed OSD_StripColors.
This was handling color control sequences in EDuke32 format which are totally irrelevant for Raze.
2022-10-12 22:10:37 +02:00
Christoph Oelckers
f269ceff64 slope functions with position vectors 2022-10-12 22:10:37 +02:00
Christoph Oelckers
a5a3669238 - eliminated the SetActor/Z function receiving a vec3_t pointer.
The only one left is the one with a DVector3 now.
2022-10-12 22:10:36 +02:00
Christoph Oelckers
f002425aee - use floats for internal SetActor(Z) functions. 2022-10-12 22:10:36 +02:00
Christoph Oelckers
00436bfdac - eliminated one UpdateActor pverload. 2022-10-12 22:10:36 +02:00
Christoph Oelckers
97223af592 - silenced a few conversion truncation warnings. 2022-10-12 15:49:07 +02:00
Christoph Oelckers
7a45738d7e - avoid integer math for wall sprites. 2022-10-10 17:37:18 +02:00
Christoph Oelckers
c59e4f8a10 - floatified sprext.position_offset 2022-10-10 17:37:17 +02:00
Christoph Oelckers
2954603573 - got rid of integer vector math in hw_bunchdrawer.cpp 2022-10-10 17:37:17 +02:00
Christoph Oelckers
45f37525e0 - minor angle stuff in Blood 2022-10-10 17:31:30 +02:00
Christoph Oelckers
80e10d89f4 - added alignceilslope and alignflorslope variants receiving a position vector. 2022-10-10 17:31:28 +02:00
Christoph Oelckers
24b23d6919 - floatified PLAYER::ceiling_dist/floor_dist. 2022-10-09 22:30:51 +02:00
Christoph Oelckers
209867e036 - cleaned out some unnecessary inlines. 2022-10-09 22:00:43 +02:00
Christoph Oelckers
b2d0d7f9e5 - normalize the timer with the app start, not the epoch.
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:50:45 +02:00
Christoph Oelckers
7873fd7c3c - int_floorz/int_ceilingz in the renderer. 2022-10-09 08:21:52 +02:00
Christoph Oelckers
aa0080039f - refactored coordinate display to have a single unified printing function.
The games will now only return the data, this has also been added for Exhumed.
Printing will now be in actual map units, not build's internal mixed format.
2022-10-08 19:28:57 +02:00
Christoph Oelckers
4d02cdcce9 - use explicit types in hitscan calls 2022-10-06 20:50:47 +02:00
Christoph Oelckers
55aa981f89 - ppos.Z assignments 2022-10-06 20:50:46 +02:00
Christoph Oelckers
8e966fc575 - int_ppos replacements 2022-10-06 20:50:45 +02:00
Christoph Oelckers
e71254dfa6 - floatified some parts of the SO interface for consistent use of MAXSO. 2022-10-06 20:50:45 +02:00
Christoph Oelckers
32e1f07b60 - eliminate all use of integer coordinates in the sector geometry creation code.
This eliminates the last small remnants of texture twitching in SW as well.
2022-10-05 18:31:46 +02:00
Christoph Oelckers
3a9f9988f4 - redid clipinsidebox* functions.
* Completely rewritten to be less obtuse.
* Consolidated the two variants.
* Renamed to be clearer about what they do.
2022-10-05 18:31:45 +02:00
Christoph Oelckers
b9d0c9d6ba - simplified slope sprite code a bit and got rid of clipinsidebox overload. 2022-10-05 18:29:30 +02:00
Christoph Oelckers
0a3bd7a3a3 - walltype::fdelta 2022-10-05 18:29:04 +02:00
Christoph Oelckers
91f305125e - floatified GetWallSpritePosition and redirected get_wallspr_points to use it. 2022-10-05 18:29:04 +02:00
Christoph Oelckers
c712d594e0 - fully floatified GetFlatSpritePosition 2022-10-05 18:29:03 +02:00
Christoph Oelckers
21944d5ac2 - updatesectorz with DVector3. 2022-10-05 18:22:07 +02:00
Christoph Oelckers
5505c362e2 - floatified hitpos 2022-10-05 18:11:59 +02:00
Christoph Oelckers
55ade2eda4 - use int_hitpos() access function where applicable 2022-10-05 18:10:44 +02:00
Christoph Oelckers
296b5d7edd - renamed HitInfo::hitpos 2022-10-05 18:03:41 +02:00
Christoph Oelckers
64391c52f9 - large batch of set_int_pos, minus Exhumed 2022-10-05 17:33:01 +02:00
Mitchell Richters
5f586ee40c - Tiny bit of abstraction in PlayerAngle struct. 2022-10-05 00:36:32 +02:00
Mitchell Richters
2757140ad1 - Convert all remaining angle internals of PlayerAngle into DAngle units.
* With the old setup, we needed to use primitives to get the desired outcome, but since DAngle stores a proper angle in true degrees, we can use it all the way.
2022-10-05 00:36:32 +02:00
Mitchell Richters
bd7a004c4c - Convert delta test in PlayerAngle::processhelpers() to degrees, missed during cf2788b14b3d5c2e0533ad4cdc7912253848a5b9. 2022-10-05 00:36:32 +02:00
Mitchell Richters
69dff8658f - Move getincangle() from gameinput.h to gamefuncs.h.
* Should be eliminated fairly soon, anyway.
2022-10-05 00:36:32 +02:00
Mitchell Richters
3de1d2156d - Rename binaryangle.h to fixedhorizon.h and sanitise places where previous header was included. 2022-10-05 00:36:31 +02:00
Mitchell Richters
442d1f3bd3 - Move Build interpolation helper inlines into new header file.
* Needed to be in new header to avoid some circular dependencies.
2022-10-05 00:36:31 +02:00
Mitchell Richters
1a0b8aff69 - Move Build vector angle functions from binaryangle.h to gamefuncs.h. 2022-10-05 00:36:31 +02:00
Mitchell Richters
7c7351db8d - Move build sine functions from binaryangle.h to gamefuncs.h. 2022-10-05 00:36:31 +02:00
Mitchell Richters
478e7a6801 - Eliminate some TAngle floating point Build method usage. 2022-10-05 00:36:31 +02:00
Mitchell Richters
d28d6cd4cf - Utilise actor sprite's full precision in instances where angle was converted to Build and back again. 2022-10-05 00:36:30 +02:00
Mitchell Richters
5c84f93c08 - Use the static constexpr nullAngle everywhere possible. 2022-10-05 00:36:30 +02:00
Mitchell Richters
02dfe2cb62 - Repair interpolation issues following change of sprite angles from integer to DAngle types. 2022-10-05 00:36:30 +02:00
Mitchell Richters
47ed6cbd61 - Restore internals of spritetypebase::norm_ang(). 2022-10-05 00:36:30 +02:00
Mitchell Richters
7600a77641 - Fix issues with spritetypebase int angle methods. 2022-10-05 00:36:30 +02:00
Christoph Oelckers
fe6fcdff1f - use DAngle for actors
Note that intangle needs to be kept - primarily for SW's ST tags.
2022-10-05 00:36:29 +02:00
Mitchell Richters
bd6b0eaac5 - Fix some constexpr issues with the latest DAngle works.
* We can't make `BAMs()` constexpr as we can't update to a C++20 compatible version of xs_Float where we use legal std::bit_cast instead of a union.
2022-10-05 00:36:29 +02:00
Mitchell Richters
0edc6024e6 - Remove superfluous use of Normalized180() method on an angle. 2022-10-05 00:36:29 +02:00
Mitchell Richters
951734beae - Eliminate last remaining uses of binangle and the class itself.
* https://www.youtube.com/watch?v=RgKAFK5djSk
2022-10-05 00:36:29 +02:00
Mitchell Richters
abb8b87be1 - Eliminate last remaining binangle inline utilities. 2022-10-05 00:36:28 +02:00
Mitchell Richters
dd55569915 - Eliminate getincanglebam(). 2022-10-05 00:36:28 +02:00
Mitchell Richters
c25493762b - Eliminate bvectangbam(). 2022-10-05 00:36:28 +02:00
Mitchell Richters
b23e77d9c7 - Replace player's ang with DAngle object.
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Mitchell Richters
7a6f5c0864 - Replace binangle usage in PlayerHorizon::calcviewpitch() with DAngle object. 2022-10-05 00:36:27 +02:00
Mitchell Richters
dbc46e2a75 - Change out PlayerAngle::settarget()'s input from binangle to DAngle. 2022-10-05 00:36:27 +02:00
Mitchell Richters
a090f31bc4 - Change out PlayerAngle::addadjustment()'s input from binangle to DAngle. 2022-10-05 00:36:26 +02:00
Mitchell Richters
13ea55b4cb - Replace player's rotscrnang and look_ang angles with DAngle objects.
* Went the el cheapo route and added some floating point Build angle methods. As these and the integer build methods are really just refactoring aids, we'll come back to this in due course.
2022-10-05 00:36:26 +02:00
Mitchell Richters
728edc182d - Remove last main usage of binangle outside of the game's input code. 2022-10-05 00:36:26 +02:00
Mitchell Richters
4f56138027 - Change all remaining BunchDrawer properties from binangle to angle_t types. 2022-10-05 00:36:25 +02:00
Mitchell Richters
e6fe9b7031 - Change all binangle members in Clipper struct to angle_t. 2022-10-05 00:36:25 +02:00
Mitchell Richters
914930ff9a - Change BunchDrawer::ang1, BunchDrawer::ang2 and BunchDrawer::angrange from binangle to angle_t. 2022-10-05 00:36:25 +02:00
Mitchell Richters
e17d24ce0b - Change FBunch::startangle and FBunch::endangle from binangle to angle_t. 2022-10-05 00:36:25 +02:00
Mitchell Richters
36d76a71ea - Change walltype::clipangle from binangle to angle_t. 2022-10-05 00:36:25 +02:00
Mitchell Richters
d3022947eb - Replace use of binangle in gi->processSprites() with DAngle object. 2022-10-05 00:36:24 +02:00
Mitchell Richters
6167448f27 - Blood: Replace all uses of binangle with DAngle objects. 2022-10-05 00:36:24 +02:00
Mitchell Richters
0b33f39fcd - Duke: Replace all uses of binangle with DAngle objects. 2022-10-05 00:36:24 +02:00
Mitchell Richters
ebac932efe - Update render_drawrooms() and render_camtex() to work off DAngle objects. 2022-10-05 00:36:23 +02:00
Mitchell Richters
c935fc2226 - Refactor chase cam positional code to use DAngle input rather than binangle.
* These changes still maintain Build's integer positional values in Q28.4/Q24.8, changing this will be done later on.
2022-10-05 00:36:22 +02:00
Christoph Oelckers
6bdfa09dd1 - the remaining angle stuff. 2022-10-05 00:36:21 +02:00
Christoph Oelckers
c2f4fa8bb5 - more angles 2022-10-04 23:56:44 +02:00
Christoph Oelckers
f54e4b8a9a - more int_ang() 2022-10-04 23:56:43 +02:00
Christoph Oelckers
33d5b54ce0 - use int_ang(). 2022-10-04 23:56:43 +02:00
Christoph Oelckers
735b9a8fed - renamed ang to __int_angle 2022-10-04 23:56:42 +02:00
Christoph Oelckers
06b8a9139e - handle most int_pos calls in common code. 2022-10-04 18:44:17 +02:00
Christoph Oelckers
022f22cd10 -replaced tspritetype::set_int_x/y. 2022-10-04 18:44:16 +02:00
Christoph Oelckers
24c845f827 - remove float_pos wrapper. 2022-10-04 18:44:15 +02:00
Christoph Oelckers
3c4e89185d - position cleanup in actor.cpp (mainly queball and recon) 2022-10-02 20:47:01 +02:00
Christoph Oelckers
66acab2ca0 - cleanup, part 1. 2022-10-02 20:47:00 +02:00
Christoph Oelckers
fb4da6bbd4 - added some utilities.
This also had to use explicit types in a few places to clear ambiguities.
2022-10-02 20:46:58 +02:00
Christoph Oelckers
665ee69eba - Duke: cleanup on z-checks, part 3. 2022-10-02 20:46:57 +02:00
Christoph Oelckers
e3d5397d7e - floating point getslope functions.
# Conflicts:
#	source/build/include/build.h
2022-10-02 20:46:57 +02:00
Christoph Oelckers
4c80a19458 - removed unused __interpolatedvec3 function. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
7745701d4b - floatified opos. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
5df4caa82f - renamed interpolate functions as preparation for floatifying opos. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
403e1ad3b3 - Blood: floatified baseFloor and baseCeil. 2022-10-02 20:46:56 +02:00
Christoph Oelckers
c1d603e1e9 - backend update from GZDoom. 2022-10-02 20:33:18 +02:00
Christoph Oelckers
57228f12a3 - fixed: sv_cheats was set to true, essentially rendering the cheat blocker for high skill levels in Duke and RR ineffective. 2022-10-01 09:10:13 +02:00
Christoph Oelckers
fdb13ffdfd - first simple batch of wrapper removal. 2022-08-27 10:50:11 +02:00
Christoph Oelckers
a59a771209 - use floats for ceilingz/floorz storage. 2022-08-27 10:49:59 +02:00
Christoph Oelckers
367a998b40 - removed the scripting wrappers for floorz and ceilingz.
These won't be needed anymore with floating point values
2022-08-27 10:16:57 +02:00
Christoph Oelckers
044929ad06 - replaced all remaining read access to __int_floorz and __int_ceilingz with wrappers. 2022-08-27 10:13:15 +02:00
Christoph Oelckers
47a594a96c - renamed setPosFromLoad to setPosFromMap. 2022-08-27 10:03:31 +02:00
Christoph Oelckers
8325e7369f - removed floorzptr and ceilingzptr.
These were obstacles for further changes.
2022-08-27 10:01:01 +02:00
Christoph Oelckers
c84d75b8bf - use inline access functions to read floorz/ceilingz. 2022-08-27 09:58:16 +02:00
Christoph Oelckers
0672572e63 - renamed sectortype::floorz and ceilingz as preparation for floatification 2022-08-27 09:47:48 +02:00
Christoph Oelckers
02ae6476de - changed the pos vector of spritetype to floating point. 2022-08-27 09:26:13 +02:00
Christoph Oelckers
07656251d9 - fixes bad assignments in the property parser.
They were added to the wrong flag word.
2022-08-26 19:53:11 +02:00
Christoph Oelckers
c15aeec9f7 - late __int_pos additions 2022-08-26 19:53:11 +02:00
Christoph Oelckers
1231f6025d - handle the last remaining uses of __int_pos that can be done with the function interface. 2022-08-26 19:53:10 +02:00
Christoph Oelckers
8ccaa0ab8c - more tsprite position stuff 2022-08-26 19:53:10 +02:00
Christoph Oelckers
170387ab26 - tspritetype::pos access wrappers, part 1. 2022-08-26 19:53:10 +02:00
Christoph Oelckers
dc94dedc6b - renaming spritetype::pos 2022-08-26 19:53:10 +02:00
Christoph Oelckers
ad9931081e -fix some bugs, handle occurences in recently changed code 2022-08-26 19:53:10 +02:00
Christoph Oelckers
3420032f02 - replace most spr.pos in the global code. 2022-08-26 19:53:09 +02:00
Christoph Oelckers
b49aed6620 - SW: more spr.pos write wraps. 2022-08-26 19:53:09 +02:00
Christoph Oelckers
871f0c4ec6 - SW: first batch of spr.pos wraps. 2022-08-26 19:53:08 +02:00
Christoph Oelckers
b9568aa372 - missed this in Blood 2022-08-26 19:53:06 +02:00
Christoph Oelckers
702a73ff6c - Blood: handled the remaining write accesses to 'pos' 2022-08-26 19:53:03 +02:00
Christoph Oelckers
4f391e46ce - added GetSoundPos variant taking a reference instead of pointer. 2022-08-26 19:53:03 +02:00
Christoph Oelckers
32dd061ab1 - Blood: wrapped write accesses to spr.pos in nnexts.cpp 2022-08-26 19:53:03 +02:00
Christoph Oelckers
29d0f86726 - utilities for wrapping actor coordinates. 2022-08-26 19:53:03 +02:00
Christoph Oelckers
111dbd7a7d - backend update from GZDoom.
mainly TAngle overhaul and needed code adjustments.
2022-08-26 18:28:22 +02:00
Mitchell Richters
03fd5c2ebe - Repair frame timer in tileAnimateOfs() following consolidation in 4f2170655c.
* All games that aren't Blood depend on Build's original 120Hz timer for this, not the playsim's clock.
2022-08-25 21:44:14 +02:00
Christoph Oelckers
4d423004e9 - unlimited the displayable sprites.
Now with Polymost gone this can finally be done properly.
2022-08-07 10:25:15 +02:00
Christoph Oelckers
10b9d41d57 -forgot to save this... 2022-08-06 09:15:47 +02:00
Christoph Oelckers
fddb4d2330 - fixed bad sector validation in DoUpdateSector. 2022-08-06 09:12:00 +02:00
Christoph Oelckers
738c133d05 - animation precaching cleanup.
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
2022-08-05 23:48:43 +02:00
Christoph Oelckers
4f2170655c - animateoffs cleanup and consolidation
This was rewritten based on specs alone - it still doesn’t look that different due to its simplicity.
2022-08-05 23:32:16 +02:00
Christoph Oelckers
83c0ad55f2 - rewrote nextsectorneighborzptr with a better parameter interface 2022-08-05 18:43:48 +02:00
Christoph Oelckers
ec66f39535 - replaced a few naked chars with better types. 2022-08-05 17:04:46 +02:00
Christoph Oelckers
48b6ce2f4d - replaced spriteheightofsptr with a method in DCoreActor. 2022-08-05 17:04:46 +02:00
Christoph Oelckers
dcb4e1e39b - updatesector* cleanup.
got rid of all remaining Build code in here, stripped down the wrapper interface and moved everything into a separate header file.
2022-08-05 17:04:46 +02:00
Christoph Oelckers
b31e6c0bdf - replaced getclosestpointonwall_internal with a floating point version based on NearestPointLine. 2022-08-05 17:04:46 +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
4ec748a92b - removed some unused variables and declarations. 2022-08-05 17:04:45 +02:00
Christoph Oelckers
e6ca0f4817 - made fov change for RRRA's drug mode work. 2022-08-03 19:41:30 +02:00
Christoph Oelckers
291726cc55 - removed the Polymost renderer. 2022-08-03 15:50:27 +02:00
Christoph Oelckers
7debab7ff4 - refined wall sprite check so that orthogonally aligned sprites are only aligned to orthogonal walls.
Here even the slightest deviation can create problems.
2022-08-03 14:13:42 +02:00
Mitchell Richters
8fb4549998 - Replicate GZDoom fix on POSIX systems to ensure GameConfig global is initialised before trying to load the ENGINERES file.
* Same fix as 0f0b4b7620.
2022-07-24 20:11:00 +10:00
Christoph Oelckers
6591b3b090 - Backend update from GZDoom.
Mainly new features for 2D drawer and model renderer.
2022-07-23 12:05:27 +02:00
Mitchell Richters
79022e8afa - Clean up and simplify getincangle()/getincanglebam() functions and inline them. 2022-07-23 12:57:45 +10:00
Mitchell Richters
5dce9c8ff2 - Simplify tosigned() method inside of binangle class. 2022-07-23 12:43:54 +10:00
Mitchell Richters
b9ee6c327d - Change internals of bsinf() and bcosf() to use BAM sine functions instead of coverting build angle into radians, then into BAM. 2022-07-23 10:37:33 +10:00
Mitchell Richters
4324f923bc - Call updateTurnHeldAmt() after doing the turn, not before it. This gives one tic more preamble. 2022-07-23 10:37:32 +10:00
Mitchell Richters
e016f65321 - Don't adjust joystick pitch/yaw speeds based on whether autorun is enabled or not.
* Only SW did this out of the box.
* Duke never did, NBlood has no working joystick setup to compare with, and GZDoom doesn't either.
* Fixes #693.
2022-07-23 10:37:32 +10:00
Mitchell Richters
a423b93ad8 - Use turnscale in controller pitch calculations, which is only used in SW when on a sector object, and is original behaviour. 2022-07-23 10:37:32 +10:00
Mitchell Richters
78fcf2b4f0 - Move invertmouse and invertmousex CVARs from gameinput.cpp to inputstate.cpp.
* Old setup was inverting the entire player's horz/avel, even for joystick input while not inverting `mousemovex` or `mousemovey` at all.
2022-07-23 10:37:32 +10:00
Mitchell Richters
c68e112867 - Remove some unnecessary branching and abs() calls in processMovement().
* Since fvel/svel is clamped at the end of the function, these tests just aren't necessary.
* Reversed the logic in some if statements so the most likely outcome doesn't fall to the else branch.
2022-07-23 10:37:32 +10:00
Mitchell Richters
ea17352aea - Do some small tidying up in gameinput.cpp and change how some constants are stored. 2022-07-23 10:37:32 +10:00
Mitchell Richters
1906491129 - Move some PlayerHorizon/PlayerAngle class methods out into inlines in gameinput.cpp.
* These class methods did nothing with the objects inside the class, they worked generically so they're better as inlines.
* Also tidied up some of the internals so they're easier to read.
2022-07-23 10:37:32 +10:00
Christoph Oelckers
390cd2ca98 - fixed rendering of non-orthogonal wall sprites.
These cannot be done in a simple two-pass approach, for wall sprites attached to walls it requires doing the two passes per wall to ensure proper depth buffer coverage.
2022-07-04 09:11:24 +02:00
Christoph Oelckers
486da6922d - fixed automap angle in unrotated mode. 2022-06-28 22:33:53 +02:00
Christoph Oelckers
9e6fe2cbaa - added workaround to render the crane in WT's 'Docks' map correctly.
This one violates engine specifications by creating overlapping walls when the crane is rotated.
2022-06-26 09:36:01 +02:00
Christoph Oelckers
998def2487 - another backend update from GZDoom. 2022-06-06 15:28:41 +02:00
Christoph Oelckers
d2eaaf7ac1 - for Raze hud_aspectscale needs to default to true 2022-06-06 12:42:45 +02:00
Christoph Oelckers
84173ee09b - backend update from GZDoom.
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed.
What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2022-06-06 11:45:34 +02:00
Mitchell Richters
20dde9fabc - Force synchronised input when cl_capfps is true. 2022-06-06 18:41:48 +10:00
Mitchell Richters
71fb91940d Revert "- Simplify PlayerHorizon::settarget() by adding a dedicated angle setter that resets interpolated value as well."
This reverts commit 0416834d9d.

Revert "- Simplify `PlayerAngle::settarget()` by adding a dedicated angle setter that resets interpolated value as well."

This reverts commit 5a550613f3.

Revert "- Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters."

This reverts commit 18541d1ab4.

Revert "- Add bool `lock` to `PlayerAngle::settarget()` when setting target from the ticker without having to call setters and resetters."

This reverts commit 1ac58dc41c.

* We need to ensure only the ticker can unlock the player's input if it's telling us to lock the input.
2022-06-06 18:41:45 +10:00
Mitchell Richters
0359d49df2 - Move repeated input code algorithm into an inline function. 2022-06-06 18:40:17 +10:00
Christoph Oelckers
e86899ed31 - fixed sky panning.
This picked the wrong overload - to make things robust one of the functions was renamed.
2022-06-06 10:12:26 +02:00
Mitchell Richters
dcf1c540e6 - Another amendment to 18541d1ab4 and 1ac58dc41c to ensure input lock is only set when we're running unsynchronised input. 2022-06-05 21:31:02 +10:00
Christoph Oelckers
f245a70883 - removed redundant setting of black shadow color with incorrect data check.
SetLightAndFog already does this, but with correct checks.
2022-05-30 23:05:37 +02:00
Mitchell Richters
990c8287fc - Amendment to 18541d1ab4 and 1ac58dc41c to reset inputdisabled once target is reached. 2022-05-30 22:13:42 +10:00
Mitchell Richters
612dd049f9 - Remove unused PlayerPosition structure.
* There were some plans around this being in use for all the various player structs in each game, but it hasn't come to be.
* Code remains in the commit history, it can come back if it's of use in the future.
2022-05-30 21:33:14 +10:00
Mitchell Richters
1ac58dc41c - Add bool lock to PlayerAngle::settarget() when setting target from the ticker without having to call setters and resetters. 2022-05-30 21:24:02 +10:00
Mitchell Richters
18541d1ab4 - Add bool lock to PlayerHorizon::settarget() when setting target from the ticker without having to call setters and resetters. 2022-05-30 21:22:24 +10:00
Mitchell Richters
5a550613f3 - Simplify PlayerAngle::settarget() by adding a dedicated angle setter that resets interpolated value as well. 2022-05-30 21:22:10 +10:00
Mitchell Richters
0416834d9d - Simplify PlayerHorizon::settarget() by adding a dedicated angle setter that resets interpolated value as well. 2022-05-30 21:21:52 +10:00
Mitchell Richters
70d2a8dc78 - Remove a seldom-used getTicrateScale() overload. 2022-05-30 21:06:32 +10:00
Mitchell Richters
7282e0d8bf - Remove multiple addadjustment()/settarget() overloads in favour of native binangle/fixedhoriz versions only.
* Simplifies these classes a bit.
* Better shows intent in actual game code.
* Removes unnecessary int to double conversions.
2022-05-30 20:35:41 +10:00
Christoph Oelckers
bd023b0b1c - fixed wall sprite clipping 2022-05-30 00:19:32 +02:00
Christoph Oelckers
1a788c9ba2 - helpers for wall sprite rendering improvement 2022-05-27 13:55:38 +02:00
Christoph Oelckers
5aabde1712 - fixed parsing issues in secret hint system. 2022-05-24 20:41:44 +02:00
Christoph Oelckers
aab13addb7 -renamed spritetype’s owner field to ‚intowner‘
Mainly for easier searching.
Also remove the duplicate ‚detail‘ field.
2022-05-24 00:30:41 +02:00
Christoph Oelckers
4278f0113b - function for checking wall sprites’ need for recalculation
Preparation for overhauling their rendering
2022-05-24 00:10:36 +02:00
Christoph Oelckers
af89c25151 - RR: clear jaildoors array on map start.
this was leaving stale data behind which could cause nasty crashes.
2022-05-22 09:28:12 +02:00
Christoph Oelckers
c82e80d152 - extended the read buffer for the 'secret' CCMD. 2022-05-14 21:48:08 +02:00
Christoph Oelckers
f6ae967c52 - fix bad asserts. 2022-04-29 08:40:00 +02:00
Christoph Oelckers
0dc670da8e - added wipe transitions to screen job
Mainly to have the crossfade, the other styles are mostly bonus.
This also adds proper scoping to the cutscene code, which needs to run in UI scope.
2022-04-25 17:26:17 +02:00
Christoph Oelckers
380864d6fb - pass shade values to sky renderer 2022-04-19 14:44:10 +02:00
Christoph Oelckers
6354c1889d - fixed bad search path setup on macOS
This cannot include „Raze“ in the app_support path strings because some of these parts point to elsewhere. The two places where it is needed must be explicit.
2022-04-19 14:02:51 +02:00
Christoph Oelckers
c4bfee070e - don’t crash on sector-less walls. 2022-04-19 13:39:26 +02:00
Rachael Alexanderson
761502d0b8 - lock cvar shader uniforms behind a command line parameter for now 2022-04-16 12:12:43 -04:00
Christoph Oelckers
26179c56cf - improved the secret hint management for Blood.
This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now.
2022-03-20 12:47:23 +01:00
Christoph Oelckers
3b5203132f - optimize fcos and fsin to use the BAM value directly for table lookup.
No need to convert back and forth to rad.
2022-03-20 12:08:46 +01:00
Rachael Alexanderson
735740e453 - add level names to title bar (and by proxy, to RPC) 2022-03-18 05:06:58 -04:00
Rachael Alexanderson
da5d9fcde2 - implement discord rich presence, expand window title code. (still wip) 2022-03-18 04:17:46 -04:00
Christoph Oelckers
df7e6dfec8 - added scripting exports for the global map types and a few more actor utilities. 2022-02-21 00:12:51 +01:00
Christoph Oelckers
cc6629a95f - do not call tileUpdatePicnum for voxelized tsprites. 2022-02-20 23:36:04 +01:00
Christoph Oelckers
a1339f014c - store indices in sectionsPerSector. 2022-02-20 23:11:04 +01:00
Christoph Oelckers
f1859c69f0 - fixed bad assumption about g_visibility == 0 meaning fullbright.
This merely means that there should be no fog, but the shade must still be applied.
2022-02-19 11:30:35 +01:00
Christoph Oelckers
de1cbb9ee0 - fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
In this case the bogus nextsector was not reset.
2022-02-15 22:47:53 +01:00
Christoph Oelckers
21fddd6c54 - spriteset management. 2022-02-15 22:34:48 +01:00
Christoph Oelckers
e396798198 - made DCoreActor's properties functional.
They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup.
This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
e3f1893e02 - avoid conversions for vertex comparisons in CollectLoops and for sectorgeometry.cpp's poscompare values. 2022-02-15 22:34:03 +01:00
Christoph Oelckers
37fda9cf89 - added position getters/setters to DCoreActor.
Scripting should not be subjected to that awful mixed fixed point format, but we cannot easily swap out the internals without risking breakage all over the place.
2022-02-15 22:33:49 +01:00
Christoph Oelckers
71943abed0 - changed math utilities to floating point coordinate system. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
8cc8ebf30c - preparations for more floatification. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
4e2a9f6e59 - use float wall positions in portal code. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
b641456152 - use floats directly for WallStart/End/X/Y. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
73aa84e9f3 - floatified the user map display. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
651c25a7be - do the 'inside' check with integers.
Using floats and multiplications is not robust enough. This is a bit slower, but doesn't run the risk of underflows and other nasties.
Q: How many bits of fractional precision should we use? 16 seems fine
2022-02-15 22:18:26 +01:00
Christoph Oelckers
b8ea49ee0e - SW: bumped two hard limits because there's maps out there that exceed them. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
7374364527 - doFurniture floatified and inside rewritten as a floating point algorithm that works without bit masking. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
6fbecf2348 - RR: cleaned up and floatified the mine cart code 2022-02-15 22:18:25 +01:00
Christoph Oelckers
6e96b1ee81 - floatify SW's sector object rotation. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
a12093af04 - use full precision math for rotating sectors in Blood. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
a781517780 - renamed PlanesAtPointf to PlanesAtPoint
The old PlanesAtPoint is not needed anymore.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
08500ca757 - eliminated coordinate factors from UV generator. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
bd95da423a - use PlanesAtPointf in most places where PlanesAtPoint was used. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
02d508baef - renamed floatified wall coordinate to 'pos'. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
7d461fa768 - PlanesAtPointf 2022-02-15 22:18:24 +01:00
Christoph Oelckers
cd55658786 - use floats for vertices. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
cf17cffb26 - missed one place where wall coordinates are set from map loading. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
bc0e8b4a8d - use a method for setting wall coordinates when loading a map. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
f44736a5b6 -use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
89ef81da55 - renamed walltype::pos as preparation for refactoring.
no functional changes here
2022-02-15 22:18:22 +01:00
Rachael Alexanderson
0d54237eec - pull cvar uniform fixes from gzdoom 2022-02-09 07:26:59 -05:00
Rachael Alexanderson
c2b35fee41 - allow floats for uniform cvar defaults 2022-02-06 10:32:55 -05:00
Rachael Alexanderson
9fc6d40dcf - fix compile on clang - it's a whack-a-mole, we'll get em eventually 2022-02-01 12:49:58 -05:00
Rachael Alexanderson
b7cb878ad8 - fix compiling on Linux/et-al 2022-02-01 12:36:26 -05:00
Rachael Alexanderson
942acc04c1 - pull fix from GZDoom - handle situations where the uniform cvar may already exist 2022-02-01 11:45:29 -05:00
Rachael Alexanderson
cc57914bbf - fully implement uniform cvars 2022-02-01 11:03:39 -05:00
Christoph Oelckers
dab1f7fcec - handle walls where a sloped floor intersects with the visible part. 2022-01-30 08:54:11 +01:00
Christoph Oelckers
11b21cce2c - handle wall sprites on orthogonal walls better.
This covers the case that a wall sprite may overlap two walls with a slight deviation in their position - always pick the closest one.
2022-01-30 08:28:52 +01:00
Christoph Oelckers
f98765ce95 - fixed handling of badly placed sprites in map validation code. 2022-01-29 12:33:11 +01:00
Christoph Oelckers
686a648aa1 - fixed inverted logic when checking for dragged sectors. 2022-01-29 09:59:29 +01:00
Christoph Oelckers
cbd8de36a9 - added spawn number parser to .DEF.
This is for mapping actor classes to whatever the games use to decide what kind of actor a sprite is.
2022-01-26 23:53:05 +01:00
Christoph Oelckers
5fe5dbd5aa - added spriteSet property to DukeActor
The idea here is to abstract picnum manipulation. Since all this is strongly index based it translates poorly to a system with named textures.
This allows a class to define a set of sprite images it intends to operate on as if it was still a simple indexed resource, even if the underlying storage changes.
2022-01-26 00:36:34 +01:00
Christoph Oelckers
e3103fff02 - fixed sky tiling. 2022-01-25 19:00:52 +01:00
Christoph Oelckers
d19e2e3e40 - version bump. 2022-01-24 10:29:16 +01:00
Christoph Oelckers
2022de845a - did some reshuffling on Exhumed's menu.
To allow adding a "User map" item and prevent accidental reset of ongoing games, both the items for starting the campaign and the training map are now in a submenu.
This allows the game to go through the regular startup procedure common to all games, which in turn allows adding the "User map" item to the episode selection.
2022-01-24 01:00:05 +01:00
Christoph Oelckers
f194fb6c90 - added a name to tilenum function so that we can define picnums by name in scripted actors. 2022-01-24 00:24:47 +01:00
Christoph Oelckers
e206a71448 - added the native property handlers for CoreActor. 2022-01-24 00:24:47 +01:00
Christoph Oelckers
0a6a5fe871 - set a default bitmask for the cstat flags.
These need to be combined with the flags from the map, so we need to know which ones are being used by the actor defaults.
2022-01-24 00:24:46 +01:00
Christoph Oelckers
04a380ce14 - added script exports for DCoreActor's member variables. 2022-01-24 00:24:46 +01:00
Christoph Oelckers
531a42e801 - added the flag parsing utilities. 2022-01-23 13:03:39 +01:00
Christoph Oelckers
e035ce00b6 - hooked up the compiler extension and the static actor data setup. 2022-01-23 13:03:39 +01:00
Christoph Oelckers
0398ba4ff0 - added all parts needed to implement the actor property parser.
Not hooked up yet with the rest of the code, this just adds the needed files in compilable form.
2022-01-23 13:03:39 +01:00
Christoph Oelckers
747648ce78 - added guards against badly defined skies. 2022-01-22 22:52:45 +01:00
Christoph Oelckers
276597fc36 - normalize line endings. 2022-01-22 14:37:17 +01:00
Rachael Alexanderson
f4c9c5df72 - hook up GLDEFS parser and do some final fixes 2022-01-21 01:16:22 +01:00
Rachael Alexanderson
0e4eeddb93 - add a stripped-down GLDEFS parser 2022-01-21 01:15:59 +01:00
Rachael Alexanderson
43a2437071 - fix compile error 2022-01-21 01:15:22 +01:00
Rachael Alexanderson
13ca744ef8 - replicate GZDoom commit 12ed24d066 2022-01-21 01:15:22 +01:00
Rachael Alexanderson
c6f991a798 - in progress 2022-01-21 01:13:35 +01:00
Christoph Oelckers
19d8d65fd0 - split names into common and Raze-specific 2022-01-20 01:11:23 +01:00
Christoph Oelckers
f888b1da9c - sky parser improvements. 2022-01-16 12:12:44 +01:00
Christoph Oelckers
3aff12cf4c - sky management rework. 2022-01-16 12:12:43 +01:00
Christoph Oelckers
4b9ea92969 - gracefully handle when a map tries to exit twice.
This case left a broken ScreenJobRunner behind which later crashed on garbage collection.
2022-01-15 19:20:58 +01:00
Christoph Oelckers
e2061dbcc6 - fixed bad wall array access when handling a sector that got split up. 2022-01-14 22:56:00 +01:00
Christoph Oelckers
7b1d99373b - fixed last commit and optimized wall lookup code a bit.
No need to continue if a matching wall has been found.
2022-01-14 20:20:47 +01:00
Christoph Oelckers
ef711f0b2d - allow a bit of tolerance for attached orthogonal wall sprites.
We have to account for mappers adding some 'safe' distance (which isn't really safe!)
2022-01-14 16:27:24 +01:00
Christoph Oelckers
8281374551 - do not use floor sprites for splitting geometry.
This is way too expensive on maps with lots of sprites. Instead, run them through the case for slope sprites which should be sufficient here
Also let rendered_* count the actual draw calls, not processed objects, because that is the most relevant metric for checking performance issues.
2022-01-14 00:49:57 +01:00
Christoph Oelckers
899ced50aa - moved alpha threshold determination for sprites to the setup pass.
Overall this is not much, but it can be easily offloaded to a worker thread later.
2022-01-14 00:19:26 +01:00
Christoph Oelckers
37e7f92182 - made a few changes to the timer calls for renderer profiling.
A few items were counted double, other were in the wrong slot.
2022-01-14 00:15:33 +01:00
Christoph Oelckers
9375750a17 - added sorting for wall sprites attached to non-orthogonal walls. 2022-01-13 20:55:55 +01:00
Christoph Oelckers
ecb2732629 - little bit of cleanup on Duke's bullet hole code. 2022-01-13 20:53:36 +01:00
Christoph Oelckers
8d84bc2599 - disable window clipping entirely in outside areas.
This is a first grade performance killer on large maps and doesn't offer much in clipping robustness.
On maps like Clear the Coast or Wpudrichem omitting this check reduces map traversal time by 40%.
2022-01-13 19:46:04 +01:00
Christoph Oelckers
8976813fe1 - removed some overlooked debug code. 2022-01-13 13:14:00 +01:00
Christoph Oelckers
fcf04a7df1 - delete unused variable. 2022-01-13 12:27:40 +01:00
Christoph Oelckers
85cce1128a - do proper handling of the 'no shadow' case for Duke's bad guys.
Using a flag like RedNukem instead of hacking dispicnum, which occasionally does reach the renderer and causes problems.
2022-01-13 00:42:34 +01:00
Christoph Oelckers
a13612ab9b - Blood: allow bad start spots to pass for modern maps.
These can have alternative start spot definitions.
The error will still be printed, though.
2022-01-13 00:21:15 +01:00
Christoph Oelckers
1b162ececc - do not add two-sided walls outside of the visible range to the clipper
This caused a render glitch in Duke E4L2.
2022-01-13 00:04:32 +01:00
Christoph Oelckers
22afc25046 - fixed floor sprite normals. 2022-01-13 00:04:14 +01:00
Christoph Oelckers
f09bbb8b5e - fixed the normals for sloped planes. 2022-01-12 16:02:45 +01:00
Christoph Oelckers
44e64a6a12 - backend update from GZDoom.
* GC fix
* better sound range check
* UE model loader license change.
2022-01-11 22:54:37 +01:00
Christoph Oelckers
e5dad53f6d - menu entries for light modes, plus handling of overbright shades. 2022-01-11 00:19:15 +01:00
Christoph Oelckers
f20bd94269 - the gl_fogmode hack is no longer needed 2022-01-11 00:18:56 +01:00
Christoph Oelckers
aa0e558af2 - use different fade ramps for 64 and 32 shades.
Also some optimization to eliminate redundant calculations of the fade strength.
2022-01-11 00:18:20 +01:00
Christoph Oelckers
07eeb147ab - tweaked light mode for weapon lighting and avoiding getting too dark. 2022-01-11 00:16:43 +01:00
Christoph Oelckers
aa7af0711a - fine tuning of the new light modes. 2022-01-11 00:13:31 +01:00
Christoph Oelckers
26223ffca2 - experimental new light mode, based on GZDoom's original light modes. 2022-01-11 00:12:50 +01:00
Christoph Oelckers
98c919fbe4 - g_visibility stuff 2022-01-11 00:12:32 +01:00
Christoph Oelckers
ddcee4ecbf - split up g_visibility into two variables.
This is preparation for experimenting with the weapon flashes that can be quite annoying with how they brighten distant parts of the level far more than nearby parts.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
e892de21ec - preparations for unlimited tsprites.
Right now it is a no-op because Polymost cannot deal with this properly.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
91d51d518b - this hack is needed because dragging vertices around can randomly create wall intersection.
In clear English: Geometry in Build maps is always broken by design. :(
2022-01-09 20:38:07 +01:00
Christoph Oelckers
a50430bf68 - Duke: fixed SE02's handling of sloping sectors. 2022-01-09 13:38:10 +01:00
Christoph Oelckers
a0e6ee0e2e - added a bit more logic to handle overlapping walls.
All this is needed to make the back door to the cinema in Duke E1L1 render properly without making the clipper break on complex overlapping sector setups, like some of the ducts in Duke E2L7.
2022-01-09 12:05:36 +01:00
Christoph Oelckers
36bb3e621f - fix typo. 2022-01-09 11:53:32 +01:00
Christoph Oelckers
fcba341546 - use proper aspect ratio to calculate the frustum's angle. 2022-01-08 23:43:08 +01:00
Christoph Oelckers
415dc5246d - fixed sprting of non-translucent sprites. 2022-01-08 21:18:18 +01:00
Christoph Oelckers
fe0581ed97 - disable palette emulation when rendering weapons.
The 2D code cannot handle transparency well with it.
2022-01-08 14:16:18 +01:00
Christoph Oelckers
70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
Christoph Oelckers
a3162f6ccf - renamed testnewrenderer CVAR. 2022-01-07 12:49:41 +01:00
Christoph Oelckers
0cfe6bbed3 - do the unlink properly when replacing a clip node. 2022-01-07 00:22:02 +01:00
Christoph Oelckers
98258e0bb2 - fix handling in the clipper for a new range that completely covers an existing one.
The handling for this was from the first draft of the clipper that made very different assumptions than the final version.
This cannot simply delete the old range - it has to explicitly alter it and recursively insert the outer sub-ranges separately.
2022-01-06 16:34:04 +01:00
Christoph Oelckers
159409d5d2 - allow a bit of tolerance when sorting walls, so that microscopic intersections can be ignored. 2022-01-06 00:43:47 +01:00
Christoph Oelckers
fab5a02ba3 - deleted unused variable. 2022-01-06 00:43:46 +01:00
Christoph Oelckers
9f6d6a0e6d - block y-flipping of slope sprites only if they are actually sloped.
This mirrors Polymost's (buggy) handling.
2022-01-05 09:20:54 +01:00
Christoph Oelckers
d5daa8ee84 - fixed: The bunch drawer's gotwall array was cleared before resizing.
This means that on the first frame of a new map it'd operate on partially uninitialized data.
2022-01-04 17:18:26 +01:00