Christoph Oelckers
94cb36ae53
- removed helper #ifdefs.
2020-05-25 00:33:25 +02:00
Christoph Oelckers
758e4ad7cb
- stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
...
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b
- fix compilation.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
531c68edfe
- use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
...
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
a70b7fa698
- use the texture manager to handle texture data.
2020-05-24 23:26:47 +02:00
Christoph Oelckers
6bffdf80a1
- finally managed to merge in the original texture system commit.
...
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers
53891004a0
- fixed compilation
2020-05-24 22:37:50 +02:00
Christoph Oelckers
7a84887fc4
- transitioned FTexture.
...
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00
Christoph Oelckers
e6b94d35ff
- reorganized how BuildTiles stores its data.
...
Arrays of struct are better than struct of arrays.
2020-05-24 15:02:20 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
db4850a028
- added a reverse tile map so that the tile manager can retrieve special info even when a tile texture is passed by object to the render code and not by index.
2020-05-24 10:30:09 +02:00
Christoph Oelckers
0c029750b6
- moved hightile replacements out of the texture class.
2020-05-24 08:47:45 +02:00
Christoph Oelckers
498b19873d
- split up textures.h.
2020-05-24 07:58:56 +02:00
Christoph Oelckers
da26d1cec4
- more trivial adjustments.
2020-05-24 00:38:10 +02:00
Christoph Oelckers
00e7b2fa25
- simple stuff from the texture manager inclusion commit.
...
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ab6e87b5f8
- workaround for Ion Fury display glitches on the first map.
...
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
Christoph Oelckers
2703823ac4
- fixed palette setup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
2d29d130c0
- fixed Blood startup.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
b8a289bf61
- move brightmap handling to the common code.
...
# Conflicts:
# source/common/utility/basics.h
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 22:43:05 +02:00
Christoph Oelckers
ae6403a205
- added a level of abstraction to the lookup table code to ease later refactoring.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a
- refactoring of the lookup tables.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
daf77e55f7
- fixed compilation.
...
Much of this commit will have to be undone later, once the texture manager becomes available.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
...
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +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
8b0da35cb8
Avoid warnings when defining only extra in tilefromtexture
...
# Conflicts:
# source/build/src/defs.cpp
2020-05-22 17:30:52 +02:00
nukeykt
1ef8df0a4c
Blood: Fix model yoffset
2020-05-22 17:29:50 +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
Richard C. Gobeille
e2d79b4682
engine: add yax_getflorzofslope() and yax_getceilzofslope()
2020-05-22 17:01:36 +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
f5788c331e
Clarify clipupdatesector() log message a bit
...
# Conflicts:
# source/build/src/clip.cpp
2020-05-22 16:52:08 +02:00
Richard C. Gobeille
94d098f8ef
Fix a crash with tabledivide64()
...
Fixes #1 .
2020-05-22 16:50:02 +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
NY00123
6fcb8f7a6a
Add gethiq16angle and the getq16angle wrapper to the engine
2020-05-21 18:47:37 +02:00
Mitchell Richters
3749a89d6a
Build: Change renderSetRollAngle() to take a float and not an int32_t.
2020-05-13 15:12:44 +02:00
Mitchell Richters
68a0ead5f0
- fix Linux builds following reset of master branch. ( #44 )
...
* - fix Linux builds following reset of master branch.
* - fix Linux Clang CI failure.
* - change '#ifdef __linux__' to '#ifndef _WIN32' as requested/required.
* - initialise batchrun in proper spot.
2020-05-05 10:45:21 +03:00
Christoph Oelckers
e6031654f2
- uncommented the compatibility case in updatesector.
...
In the RedNukem frontend this was causing view interpolation glitches, this probably should be disabled a bit more targeted but right now I do not know yet which call causes the problem
2020-05-04 00:03:51 +02:00
Mitchell Richters
1ce4081d37
- change 'refreshfreq' from int to double.
...
A double is already used in CalcSmoothRatio. Further to this, displays that use TV standard frequencies do not use perfect 60Hz frequencies, but frequencies such as 59.94Hz, 23.976Hz (precisely, 24*(1000/1001) = 23.9760239760239760...) etc.
Reference: 'https://www.ghacks.net/2010/04/28/59-hertz-refresh-rate/ ', 'http://www.paradiso-design.net/videostandards_en.html '.
# Conflicts:
# source/build/include/baselayer.h
# source/platform/posix/cocoa/i_main.mm
2020-04-16 00:03:00 +02:00
Mitchell Richters
4654fd648d
Renderer: Disable models by default since they're not supported currently.
...
- Better to see sprites in HRPs than nothing on-screen.
2020-04-14 00:00:23 +02:00
Christoph Oelckers
156a225ff4
- renamed global palookup variable.
...
Since the same word gets used in text messages and local variables in the game code it is easier this way to search for it and facilitate its transition to the translation table management in PaletteContainer.
2020-04-13 23:58:46 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
d46ea7481f
- handle RRRA E1L2's fog in the shader instead of hacking the shade tables.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
4d1d90d712
- use a global constant for the transparent palette index instead of hardcoding it to the 255 literal everywhere.
...
- added the needed glue to allow palettecontainer.cpp to compile.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
f671eb622f
- migrated to GZDoom's utility code.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
797640c494
- use ZDoom's memory allocation wrapper instead of EDuke's.
...
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
NY00123
3610609659
Add a workaround for possible rounding errors in calculations of
...
sintable and radarang. sintable[512] was different in a 32-bit build.
From-SVN: r8796
2020-04-08 00:38:48 +02:00
Christoph Oelckers
5af0217db7
- got rid of the software rendering blend tables.
2020-03-29 17:23:57 +02:00
Christoph Oelckers
41545b644a
- cleaned out most of the software renderer's static global variables.
2020-03-29 16:59:49 +02:00
Christoph Oelckers
7392b699e4
- cleaning out a few more parts of the software renderer.
2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770
- removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
...
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da
- stripped out most of the software renderer.
...
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5
- render camera textures with the hardware renderer.
...
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
terminx
4bdffa4f0f
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
...
git-svn-id: https://svn.eduke32.com/eduke32@8727 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:48 +01:00
terminx
8def930980
Replace MERGE_NODES macro with vsmerge() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8715 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymost.cpp
2020-03-20 17:31:21 +01:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
Christoph Oelckers
b3c1d5001e
- used double frame buffering for VPX playback.
...
With a single buffer this tends to run into situations where an unrendered texture gets deleted before it is drawn.
2020-03-05 20:56:41 +01:00
Christoph Oelckers
f59bfa1224
- consolidation of screentext code
2020-03-05 00:58:38 +01:00
nukeykt
2bf65c9108
Exhumed: Use old ksqrt implementation
2020-03-04 17:57:15 +01:00
Christoph Oelckers
348325c879
- removed some editor-only code from engine.cpp
2020-03-01 19:12:18 +01:00
hendricks266
da6c7ddab5
Add mhkreset maphack command
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8644 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:47 +01:00
hendricks266
dc2d6a098e
Fix mdpivxoff and mdpivyoff commands
...
Thanks to LeoD.
git-svn-id: https://svn.eduke32.com/eduke32@8643 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-29 10:05:23 +01:00
Christoph Oelckers
39c96d58c6
- fixed bug with wallsprite calculation trashing angles of voxel sprites.
...
Fix was missed from upstream due to a merge conflict.
2020-02-22 16:56:20 +01:00
Christoph Oelckers
a873dcf6e0
- fixed the pause key.
...
Apparently SDL maps this to a different scan code.
Since pause is hard coded in all games the corresponding menu option has been disabled.
2020-02-16 17:22:14 +01:00
Christoph Oelckers
cc872c79fc
- removed some vertex fudging code in polymost_domost that was no longer present in upstream code.
...
This looks like it fixes a few render glitches.
2020-02-15 21:36:29 +01:00
Christoph Oelckers
7909f29691
- allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
...
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00
Christoph Oelckers
4d45117ca5
- removed pointless and non-functional null check
...
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
286d53d3bf
- added the missing handling for the basepal tinting.
2020-02-11 20:55:47 +01:00
Christoph Oelckers
744bd67616
- removed redundant check.
2020-02-11 18:26:58 +01:00
terminx
ff3ec2e66b
Re-enable ignoring 256 units of curb when clipping against ceilings
...
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.
git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
5a13be1f7b
Avoid overflow in clipmove()
...
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
Christoph Oelckers
e2457d104b
- fixed: Voxels did not explicitly set their palette and took the last one set.
2020-02-10 22:05:53 +01:00
Christoph Oelckers
4e58265d21
- disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
...
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
Christoph Oelckers
c53d9cfc3a
- reworked voxel texture generation to use the backend's palette manager.
...
The original code was not able to handle changing palettes and only worked if each palette change resulted in a full texture flush - which Raze does not perform.
2020-02-09 20:14:26 +01:00
Christoph Oelckers
91b9ce54e4
- use a dedicated flag for defined hightile tints so that the shader can use them.
2020-02-09 15:53:08 +01:00
Christoph Oelckers
a5fc374b59
- always recalculate the projection matrix.
...
Trying to cache this is not useful, it barely saves time and was causing display errors.
# Conflicts:
# source/build/src/polymost.cpp
2020-02-09 15:53:07 +01:00
Christoph Oelckers
215cb14401
- use a non-0 depth bias for sprites.
...
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
2020-02-06 18:44:06 +01:00
Christoph Oelckers
dbc958baeb
- fixed swapped color channels in the tinting part of the shader.
2020-02-05 20:02:50 +01:00
Christoph Oelckers
5d4514060b
- disable palette emulation for Blood's cutscenes.
...
These use color 255 as a valid index which the palette emulation shader does not handle.
2020-02-04 20:40:10 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
...
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
CommonLoon102
256bc3ec08
take maphacks into consideration
...
# Conflicts:
# source/build/src/polymost.cpp
2020-02-03 19:13:42 +01:00
Christoph Oelckers
78ff1f0536
- removed Bfree.
...
It was only used in two places in the header, no need to keep it around.
2020-02-03 19:12:36 +01:00
nukeykt
03b1f65a52
Polymost: fix sprite rendering issues
...
# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymost.cpp
2020-02-03 19:08:51 +01:00
alexey.lysiuk
cdeaa5b3d5
- suppressed omnipresent GCC warning
...
source/build/include/compat.h:1043:21: warning: self-comparison always evaluates to true [-Wtautological-compare]
2020-02-03 10:48:15 +02:00
hendricks266
9f2cb8ea0d
renderMakeTSpriteFromSprite: Copy extra, since SW uses it
...
SW: This fixes enemies glowing under nightvision.
git-svn-id: https://svn.eduke32.com/eduke32@8587 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-02 20:36:14 +01:00
Christoph Oelckers
f76d139207
- fixed SW's interpolation math.
2020-02-02 09:51:44 +01:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
2334787f1b
- reenabled the depth test for Polymost.
...
This was for debugging but accidentally left in.
2020-01-30 20:13:48 +01:00
Christoph Oelckers
cec7b006ca
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-29 22:06:48 +01:00
terminx
541c71902b
ClockTicks maintenance
...
git-svn-id: https://svn.eduke32.com/eduke32@8562 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:21:39 +01:00
terminx
6836faee07
Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
...
git-svn-id: https://svn.eduke32.com/eduke32@8553 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:15:25 +01:00
terminx
d0640618fd
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
...
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
alexey.lysiuk
93fb98413e
- fixed compilation with GCC and Clang
...
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617
Move a few more vars to engine.cpp
2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34
Move engine variables not managed by polymost.cpp to engine.cpp
2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f
Set functions and variables that can be static to be static
2020-01-28 22:21:53 +01:00
Christoph Oelckers
e119dc841b
- fixed setup of hires textures.
...
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe
- rewrite of tileCopySection
2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969
- removed the Build color matching code
...
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
nukeykt
5db1f95b29
Prevent OOB issues in old pushmove
2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847
More faithful old pushmove implementation
...
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
Christoph Oelckers
43f48a10dd
- partial fix for the broken sky in E3M2 of Blood.
2020-01-26 13:45:33 +01:00
Christoph Oelckers
4c6265e246
- fixed movie palette in Blood.
2020-01-26 12:10:23 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
e8231f904f
- I have no idea why a fov of exactly 90° does not work.
...
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
...
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Rachael Alexanderson
929fc880ee
- make "activatecheat" pass a raw string to shadow warrior's cheat processor
...
- added a nullptr check
2020-01-23 07:12:12 -05:00
Christoph Oelckers
90ce4a893d
- fixed: the current shade was applied twice for voxels - once as a shade and once as a light level.
2020-01-22 21:34:18 +01:00
Christoph Oelckers
09106b3159
- fixed the HUD size slider for Blood.
2020-01-22 13:53:26 +01:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
e555d15cc7
renamed the swap function in pragmas.h
...
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers
aa1361acbb
- make palfadedelta explicitly unsigned
2020-01-19 23:18:38 +01:00
Christoph Oelckers
c8fa2443d3
- completely separated view and model matrix.
...
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00
Christoph Oelckers
7a5f60e14d
- removed gl_projectionhacks and the SOFTROTMAT code path.
...
Both were hard coded not to be used.
2020-01-19 13:57:24 +01:00
Christoph Oelckers
c4429cf15d
- fixed voxel rendering.
2020-01-19 13:50:31 +01:00
Christoph Oelckers
454f796b69
- collect all 3D geometry in a list so that it can be rendered later.
...
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
...
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
...
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
2e06ccfec6
- draw the screen overlays using the vertex buffer.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
661431df87
- moved bits of my own code to properly copyrighted files.
2020-01-12 14:54:43 +01:00
Christoph Oelckers
6e3772d50d
- fixed voxel color setting.
2020-01-11 22:39:53 +01:00
CommonLoon102
851a82c01f
Blood: prefix the new maphack tokens with md
...
# Conflicts:
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:24:13 +01:00
CommonLoon102
bc4a4bea23
Add possibility to move voxels/models via maphacks
...
# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:23:53 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
...
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
cfed7afd02
- all source compile now on macOS
2020-01-08 01:00:57 +01:00
Christoph Oelckers
df7c5a7067
- use proper math instead of crash-prone libdivide here.
2020-01-08 00:06:24 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
...
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
d4b32c535a
- moved matrices to render state.
2020-01-03 23:38:50 +01:00
Christoph Oelckers
f743b22661
- render voxels as triangles instead of quads.
...
Quads are not available in the core profile which is required to run GL 3.3 on macOS.
2020-01-03 18:09:05 +01:00
Christoph Oelckers
ce75832945
- color and depth func moved to render state.
2020-01-03 11:43:44 +01:00
Christoph Oelckers
cfc0ba48cb
- moved render style handling to the render state and simplified its storage to use FRenderStyle instead of its components.
2020-01-03 10:48:22 +01:00
Evan Ramos
1caabf2e7b
Add Blood-specific synonyms for tspritetype members
2020-01-03 08:05:43 +01:00
Christoph Oelckers
3380420de9
- converted the clear screen commands.
2020-01-02 23:56:35 +01:00
nukeykt
a3b48c44d6
Blood: fix multiskies with 16 tiles in polymer
...
# Conflicts:
# source/build/src/polymer.cpp
2020-01-02 20:19:08 +01:00
Christoph Oelckers
dda45c6780
- all polymost2 code has long been nuked.
2020-01-01 13:46:46 +01:00
Christoph Oelckers
e01c161258
- removed some dead variables.
2020-01-01 13:11:44 +01:00
Christoph Oelckers
18099e9179
- removed the pure software render surface and deleted a few unused variables.
...
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers
d09b83d4a5
- moved the last remaining function out of baselayer.cpp and removed that file.
...
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
ef5292b4ae
- don't use Build's clipping code to clip automap parts to the screen.
...
Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
2019-12-31 19:38:50 +01:00
Christoph Oelckers
1890df98f9
- process lines through the 2D drawer.
2019-12-31 19:02:55 +01:00
Christoph Oelckers
2f8d472d7d
- cleaned up the map drawer by using a real triangulator.
...
Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
2019-12-31 17:23:29 +01:00
Christoph Oelckers
77cd7bffc5
- fixed alpha calculations for textured automap.
2019-12-31 15:50:08 +01:00
Christoph Oelckers
d825282726
- removed a few software rendering parts from the automap drawer.
...
These won't be needed anymore.
2019-12-31 15:41:12 +01:00
Christoph Oelckers
964e303dd7
- draw the textures on the automap with the 2D drawer.
2019-12-31 15:05:08 +01:00
Christoph Oelckers
2c35f87925
- fixed translucency determination.
2019-12-30 21:03:15 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
7ea053bd90
- reconnected the HUD model drawer.
...
This will have to be done differently later when the postprocessor is fully working, but for now it's sufficient to just render the model right away.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
6459f4e532
- refactored rotatesprite to really use the 2D drawer.
...
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
f1891c7750
- fixed compilation.
2019-12-29 22:47:40 +01:00
hendricks266
456d975392
Make the Polymode cstat bits Duke-only by translating them to tspr->clipdist
...
git-svn-id: https://svn.eduke32.com/eduke32@8523 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/astub.cpp
# source/duke3d/src/common_game.h
# Conflicts:
# source/duke3d/src/common_game.h
2019-12-29 22:23:18 +01:00
hendricks266
6a5906833b
Move TSPR_EXTRA_MDHACK from extra to clipdist
...
git-svn-id: https://svn.eduke32.com/eduke32@8522 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/mdsprite.cpp
# source/build/src/polymer.cpp
2019-12-29 22:22:20 +01:00
hendricks266
6465feb438
Refactor tsprite creation into renderAddTSpriteFromSprite
...
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymer.cpp
# source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
hendricks266
422601bc82
Make tspritetype its own distinct struct
...
git-svn-id: https://svn.eduke32.com/eduke32@8520 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-29 22:22:19 +01:00
Christoph Oelckers
6dc064a178
- another unused one.
2019-12-29 17:13:12 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468
- cleanup and removal of unused code.
...
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
cc332486b4
- cleaned out the 2D drawing code.
...
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
737bf15ad8
- added GZDoom's postprocessing/presentation code.
...
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
...
# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
d473f9c590
- replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
...
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
hendricks266
8e6a54a1e4
Mostly clean up the codebase in preparation for tspritetype != uspritetype
...
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite
git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/polymer.h
# source/build/src/engine.cpp
# source/build/src/engine_priv.h
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/astub.cpp
# source/duke3d/src/game.h
# source/duke3d/src/m32common.cpp
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
# source/kenbuild/src/bstub.cpp
# source/kenbuild/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266
91cbaa1491
Add information to cstat enums
...
git-svn-id: https://svn.eduke32.com/eduke32@8518 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:49:42 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e180d9afd3
Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
...
# Conflicts:
# source/audiolib/include/fx_man.h
# source/audiolib/include/multivoc.h
# source/audiolib/src/_multivc.h
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
745d78d8d7
- fixed voxels leaking memory.
2019-12-25 08:57:58 +01:00
Christoph Oelckers
5bd32cf769
- fixed: Voxel setup code wasn't called anymore.
2019-12-25 00:30:13 +01:00
Christoph Oelckers
055b310d60
- rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
...
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
43033e830a
- Blood now also starts the first level without leaks.
...
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00
Christoph Oelckers
2820dc85a8
- plugged more memory leaks.
...
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
0d908960ed
- started fixing memory leaks: Console and clip shapes done.
2019-12-24 16:09:43 +01:00
Christoph Oelckers
e8d7777f4a
- mouse input works again after cleaning out the remaining cruft of the old input code.
2019-12-24 13:54:50 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
...
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers
141887263d
- header cleanup
2019-12-23 21:19:42 +01:00
Christoph Oelckers
9ab8a8c737
- refactored the coordinate printout to a stat and removed printext256 and the associated font.
2019-12-23 20:55:12 +01:00
Christoph Oelckers
3b98635170
- removed all remaining references to SDL. The Windows version is now fully native.
2019-12-23 20:03:03 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00
Christoph Oelckers
a1f7f0cc30
- added the GL framebuffer class.
...
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers
6b475417dc
Merge branch 'master' into gzbackend
2019-12-23 14:31:31 +01:00
hendricks266
56e88b33a8
Replace color matching up to index 239 with the engine's fullbright mask
...
Should improve the color range available to non-Duke editors.
git-svn-id: https://svn.eduke32.com/eduke32@8491 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 11:37:00 +01:00
hendricks266
34ef03185d
Generate editorcolors[] from vgapal16[] at a better point in the startup process
...
git-svn-id: https://svn.eduke32.com/eduke32@8490 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/palette.cpp
2019-12-23 11:36:24 +01:00
hendricks266
221e7a6b85
paletteGetClosestColor: I think these < should be <=
...
git-svn-id: https://svn.eduke32.com/eduke32@8489 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-23 10:59:21 +01:00
hendricks266
0a7f5f558a
Rename colmatch functions
...
git-svn-id: https://svn.eduke32.com/eduke32@8488 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/colmatch.h
# source/build/src/build.cpp
# source/build/src/defs.cpp
# source/build/src/palette.cpp
# source/duke3d/src/lunatic/dynsymlist_editor.lds
# source/duke3d/src/lunatic/dynsymlist_game.lds
# source/duke3d/src/lunatic/engine.lua
# source/tools/src/transpal.cpp
2019-12-23 10:59:14 +01:00
hendricks266
7db49ea20a
Change PaletteIndexFullbrights from uint32_t[8] to uint8_t[32]
...
git-svn-id: https://svn.eduke32.com/eduke32@8487 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/palette.h
2019-12-23 10:57:11 +01:00
Christoph Oelckers
6e9631f2d8
- fixed all undefined symbols except OpenGLFrameBuffer.
2019-12-23 10:53:58 +01:00
Christoph Oelckers
10683e9123
- added GZDoom's Windows backend code.
...
Compiles but doesn't link yet.
2019-12-22 20:55:47 +01:00
Christoph Oelckers
773be7db26
- moved around a few bits of code to get rid of winbits.cpp/h.
2019-12-22 18:53:58 +01:00
Christoph Oelckers
417d425f27
- fixed cherry picked commits.
2019-12-22 17:20:13 +01:00
hendricks266
f10ea8e630
Add check against MAXVOXELS in qloadkvx
...
git-svn-id: https://svn.eduke32.com/eduke32@8472 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/engine.cpp
2019-12-22 15:13:30 +01:00
hendricks266
deec38c827
Expose nextvoxid variable
...
This allows game and defs to not overwrite each other's voxels.
git-svn-id: https://svn.eduke32.com/eduke32@8471 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/kenbuild/src/bstub.cpp
# source/kenbuild/src/game.cpp
# source/sw/src/bldscript.cpp
# source/sw/src/jnstub.cpp
2019-12-22 15:12:49 +01:00
hendricks266
abd79c18c1
Defs: Add tilefromtexture subtoken "ifmatch", with subtokens "crc32" and "size"
...
git-svn-id: https://svn.eduke32.com/eduke32@8465 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/build.h
# source/build/src/defs.cpp
# source/build/src/tiles.cpp
2019-12-22 15:10:24 +01:00
hendricks266
777b895748
Defs: Minor ifcrc cleanup
...
git-svn-id: https://svn.eduke32.com/eduke32@8464 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/build.h
# source/build/src/defs.cpp
# source/build/src/tiles.cpp
2019-12-22 15:07:26 +01:00
Christoph Oelckers
fffe1753ec
- removed a few unused bits of code.
2019-12-19 20:04:17 +01:00
Christoph Oelckers
3cb68b2bf0
- replaced the semi-broken screenshot name generator.
...
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +01:00
Christoph Oelckers
ee93c6e366
- fixed voxel lighting.
...
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct.
That Polymost renderer really needs to go away. :(
2019-12-19 17:51:33 +01:00
Christoph Oelckers
43c66d07ae
Merge branch 'master' into sound
2019-12-18 11:23:20 +01:00
hendricks266
434ed57337
Fix rotatesprite widescreen pinning in 5:4
...
git-svn-id: https://svn.eduke32.com/eduke32@8454 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:20:30 +01:00
hendricks266
1ccda16e8e
Avoid shadowed variable in dorotatesprite
...
Backported from PCExhumed.
git-svn-id: https://svn.eduke32.com/eduke32@8446 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:18:58 +01:00
hendricks266
90412527e0
Improve accuracy of sepldist when one dimension is zero
...
Backported from Rednukem.
git-svn-id: https://svn.eduke32.com/eduke32@8442 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/common.h
2019-12-18 11:17:37 +01:00
hendricks266
5f748fc17e
Expose hitscangoal variable
...
Backported from NBlood.
git-svn-id: https://svn.eduke32.com/eduke32@8439 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:15:22 +01:00
hendricks266
efc7365df9
Fix the interpretation of old-format PALETTE.DAT
...
Backported from PCExhumed.
git-svn-id: https://svn.eduke32.com/eduke32@8436 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/palette.cpp
2019-12-18 11:14:47 +01:00
hendricks266
6eec629cfd
Expose blackcol variable, containing the palette index closest to #000000
...
Backported from PCExhumed.
git-svn-id: https://svn.eduke32.com/eduke32@8433 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:13:00 +01:00
hendricks266
120a2b4ca7
Remove arbitrary check on numshades == 32
...
Backported from PCExhumed.
git-svn-id: https://svn.eduke32.com/eduke32@8432 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-18 11:12:41 +01:00
Christoph Oelckers
a7075bc1b0
- SW sound WIP
...
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.
does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
7916b16efc
- fixed undefined behavior with iterating over null unique_ptrs.
...
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers
706157d623
- converted Blood's sound system to the OpenAL sound engine.
...
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers
9b9c009de9
- copybyte is not the same as memcpy.
...
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +01:00
Christoph Oelckers
91f83d4c55
- input code cleanup and addition of ZDoom's joystick code, which is not fully connected yet.
2019-12-14 17:15:17 +01:00
nukeykt
bff0646263
Recalculate horizycent because ydim can be changed in renderSetTarget
2019-12-14 00:20:58 +01:00
Christoph Oelckers
cbfb79977a
- adjustments to make it compile with the new menu code.
2019-12-13 21:01:14 +01:00
Christoph Oelckers
052ed5fff7
Merge branch 'master' into powerslave
2019-12-13 20:43:23 +01:00
Christoph Oelckers
b13ee90aa0
- first steps trying to get the game to work.
2019-12-13 00:19:34 +01:00
hendricks266
0d7fc1263e
Improve diagnostic printing of slopalookup overflows
...
git-svn-id: https://svn.eduke32.com/eduke32@8419 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-09 17:25:25 +01:00
hendricks266
b71ef4a140
Fix regression in software rendering of slopes in r8363
...
git-svn-id: https://svn.eduke32.com/eduke32@8418 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-09 17:25:16 +01:00
Christoph Oelckers
0604c72586
- code cleanup
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removed some unused definitions
replaced the copybuf* functions with memcpy. These days doing homegrown copy loops is not efficient anymore.
2019-12-09 01:39:40 +01:00
Christoph Oelckers
66218dd074
- connect SW with statistics code and added missing function for Blood
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# Conflicts:
# source/blood/src/blood.h
# source/common/menu/messagebox.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers
a74797b97c
- fix merge errors.
2019-12-08 08:51:54 +01:00
terminx
fd1656fbf2
Move atoi_safe() from editor.h to compat.h and #define Batoi atoi_safe
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They were the same thing so they might as well be in the same place.
git-svn-id: https://svn.eduke32.com/eduke32@8374 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/editor.h
2019-12-08 08:11:04 +01:00
terminx
0af13dcde0
Minor changes to hash table code
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git-svn-id: https://svn.eduke32.com/eduke32@8372 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/hash.h
2019-12-08 08:09:13 +01:00
terminx
15b76f2041
Add Xaligned_calloc()
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git-svn-id: https://svn.eduke32.com/eduke32@8371 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/compat.h
2019-12-08 08:08:55 +01:00
terminx
441b0460aa
Map SDL joystick device trackball input to mouse input
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git-svn-id: https://svn.eduke32.com/eduke32@8367 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/sdlayer.cpp
2019-12-08 07:59:14 +01:00
terminx
cbfb675577
Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
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git-svn-id: https://svn.eduke32.com/eduke32@8366 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
2019-12-08 07:56:50 +01:00
terminx
265e7109aa
Equivalent to 04e7e6af69
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git-svn-id: https://svn.eduke32.com/eduke32@8363 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 07:53:27 +01:00
Christoph Oelckers
8f90cc8324
- more Shadow Warrior cleanup.
2019-12-07 20:48:16 +01:00
Christoph Oelckers
0b8da78ff5
- toupperlookup was no longer referenced anywhere.
2019-12-07 10:56:35 +01:00
Christoph Oelckers
0342b96335
- cleaned out the remaining wrappers from cache1d.h and use the file system directly instead.
2019-12-07 10:49:23 +01:00
Christoph Oelckers
30cbcb54b1
- renamed the remaining file system access wrappers in cache1d.h
2019-12-07 10:31:27 +01:00
Christoph Oelckers
749eda32c5
- moved kopenfilereader into the FileSystem class.
2019-12-07 10:14:51 +01:00
Christoph Oelckers
66756bfa13
- final fixes for Blood's and Duke Nukem's menus.
2019-12-06 18:36:49 +01:00
Christoph Oelckers
a0fe7f4048
- more mouse fixes. Most of the menu is now mouse controllable again.
...
The exceptions are the text screens which do not react to the mouse and the confirmation screen which treats a mouse click as a cancel event.
2019-12-06 00:06:41 +01:00
Christoph Oelckers
3d10d006a7
- fixing mouse menu control, part 1.
2019-12-05 23:49:32 +01:00
Christoph Oelckers
7a9138cde0
- made the confirmation screen functional.
...
This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers
db425a1228
- fixed keybinding and mouse cursor display.
...
- fixed some merge issues in Shadow Warrior.
2019-12-05 21:39:02 +01:00
Christoph Oelckers
223c6d628e
Merge branch 'master' into menu_for_real
2019-12-05 21:08:46 +01:00
Christoph Oelckers
54177cd27d
- added the animated player display.
2019-12-05 19:52:46 +01:00
hendricks266
d1ed4063eb
Fix the widescreen alignment of weapons when shrinking the screen with + or - (currently disabled by default)
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Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8356 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-05 17:23:07 +01:00
Christoph Oelckers
3ea526055f
- added a generic message display, using ZDoom's code.
...
This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +01:00
Christoph Oelckers
6d04f0f159
- added option to print custom messages with Duke Nukem's quote system.
...
- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers
1cfe5be130
- fixed creation of true color textures.
...
The palette check was not correct so they ended up empty and caused other problems down the line.
2019-12-01 21:43:54 +01:00
Christoph Oelckers
b372cb5f35
- the primary Blood menus are working.
...
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
2019-12-01 15:31:08 +01:00
Christoph Oelckers
aed05840ae
- removed the mouseInactiveConditional interface function.
...
This was only a crutch to let the input interface work with the original menus.
Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +01:00
Christoph Oelckers
8a98f9b3ca
- removed quitevent.
...
This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +01:00
Christoph Oelckers
c36402eb5c
- fixed savegame validation and recursive ticker calls.
2019-11-30 23:33:04 +01:00
Christoph Oelckers
2a9e4fca46
WIP safety commit
2019-11-30 19:23:54 +01:00
Christoph Oelckers
90c5ea6acc
- updated option menu code to latest scripted version
...
This mainly means being able to use the generic font.
This also adds more generalization to the menu sound handling, plus an option to turn menu sound off. This is motivated by the pig sounds which RR uses in the menu.
2019-11-29 01:28:13 +01:00
Christoph Oelckers
0cedad6390
- started work on load/save menus.
2019-11-29 00:37:19 +01:00
Christoph Oelckers
59ebb10512
- fixed compilation and unhooked the Redneck Rampage menu so that it can be replaced.
2019-11-28 19:35:35 +01:00
Christoph Oelckers
115675417a
Merge branch 'master' into powerslave
2019-11-28 17:07:11 +01:00
Christoph Oelckers
4e5f59a373
- Menu WIP
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* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
2019-11-28 01:02:45 +01:00
Christoph Oelckers
3bb46a4d8d
Merge branch 'master' into menu_for_real
2019-11-27 18:04:44 +01:00
hendricks266
ece20928a0
Fix buffer overflow in getclosestcol_lim
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Patch from Nuke.YKT.
git-svn-id: https://svn.eduke32.com/eduke32@8315 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-27 18:01:58 +01:00
Christoph Oelckers
723b210c95
- major work on savegame code
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Not tested yet!
* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
2019-11-27 00:41:26 +01:00
Christoph Oelckers
3b7aa74c27
- connecting the dots in the menu. Duke Nukem can now start a level.
2019-11-26 23:20:54 +01:00
Christoph Oelckers
0f4d80b5d3
Merge branch 'master' into menu_for_real
2019-11-26 19:19:21 +01:00
hendricks266
348ccdfd5b
Templatize the branchless negation method used for GV_FLAG_NEGATIVE
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git-svn-id: https://svn.eduke32.com/eduke32@8312 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/compat.h
2019-11-26 18:09:00 +01:00
hendricks266
31f8cb4def
SW: Fix an assertion failure in palette changing code
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git-svn-id: https://svn.eduke32.com/eduke32@8300 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/palette.cpp
2019-11-26 17:59:01 +01:00
hendricks266
46d4855901
Fix the ifcrc token: 0 is a valid CRC32 result!
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git-svn-id: https://svn.eduke32.com/eduke32@8296 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/defs.cpp
2019-11-26 17:51:33 +01:00
Christoph Oelckers
a74a670c99
-- more work on the menu - episode and skill menus are working in DN3D.
2019-11-25 23:21:51 +01:00
Christoph Oelckers
42b3d12630
- Ion Fury's main menu now looks correct.
2019-11-24 22:31:27 +01:00
Christoph Oelckers
a96f1b25f7
- fixed recursion issue with menu and CON scripting.
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Curse all those busy loops in the engine.
2019-11-24 17:52:54 +01:00
nukeykt
524d0dd496
Fix buffer overflow in getclosestcol_lim
2019-11-23 23:37:32 +01:00
Christoph Oelckers
52cfb7fb92
- completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
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Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers
326d0f5f76
- the new menu displays something.
2019-11-23 17:50:36 +01:00
Christoph Oelckers
f2fc3fc2cb
- WIP commit.
2019-11-23 12:38:38 +01:00
nukeykt
337dea13e6
Add FPS counter
2019-11-22 00:12:57 +01:00
nukeykt
5b50236d18
Fix movement issues when emulating old engine code
2019-11-22 00:10:35 +01:00
nukeykt
bef08f4442
Fix getflor/ceilingofslope_old
2019-11-22 00:10:31 +01:00
nukeykt
6b6ecaf0fa
Fix silly typo in cansee
2019-11-22 00:10:30 +01:00
nukeykt
708483ca78
wip
2019-11-21 22:59:46 +01:00
nukeykt
50349a6b3d
wip
...
# Conflicts:
# platform/Windows/exhumed.vcxproj
# platform/Windows/exhumed.vcxproj.filters
# source/build/include/build.h
# source/build/src/palette.cpp
2019-11-21 22:59:33 +01:00
Christoph Oelckers
5f9b57519a
- hooked up the menu code so that it can receive events.
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Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers
2740913c60
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
2019-11-21 19:30:27 +01:00
Christoph Oelckers
81ddf22d5d
- added ZDoom's menu system as a base to build a new menu on.
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# Conflicts:
# source/CMakeLists.txt
# source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers
caa450dcb9
- debugprintf
2019-11-20 20:07:33 +01:00
Christoph Oelckers
6d40c9202c
- deleted a batch of code from engine.cpp which is only needed for the assembly drawers.
2019-11-20 19:33:36 +01:00
Rachael Alexanderson
5002dd866c
- fix compile on vs2017, change pow2char to static
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- include nullptr check for mapname in music.cpp
2019-11-13 16:40:08 -05:00
Christoph Oelckers
74ed8fd1d9
- added GZDoom's statistics code
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Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
022c074ece
- fixed brightmaps again - hopefully for real this time.
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The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers
79561ace09
- use the precalculated or script-specified fade colors, if present.
2019-11-10 21:11:17 +01:00
Christoph Oelckers
21ac5e87b5
- added blend table translucency estimation instead of using a lame default.
...
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
a1a9770b44
- reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
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- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
cae710bd59
- fixed alpha threshold.
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Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +01:00
Christoph Oelckers
7e70c217fe
- fixed console event processing and added a texture memory calculator.
2019-11-09 23:58:26 +01:00
Christoph Oelckers
39df3d0560
- added 'logfile' CCMD.
2019-11-09 22:27:33 +01:00
Christoph Oelckers
2997bb6292
- the keybinding menu is finally working.
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Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers
299f596afc
- Changed EDuke menu to receive all settings storage locations as CVARs.
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With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
0f74a5c3a4
- make the ImGui popup close on request.
2019-11-09 14:05:52 +01:00
Christoph Oelckers
fd4680c347
Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui
2019-11-09 13:42:59 +01:00
Christoph Oelckers
9aa275f996
- got rid of some editor-only code and the entire buildvfs header
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Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
2d46827ecc
font
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- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
e4735fdff1
- dead code removal.
2019-11-07 00:49:19 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
5d31119a49
- fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken.
2019-11-06 19:22:14 +01:00
Christoph Oelckers
e87642e197
- cleaned out the remains of the savegame compression hacks
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This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.
In-stream optional compression is not a good idea anyway, this can and should be done better.
Also: Why is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00
Christoph Oelckers
341ca9dd3a
- removed the EDuke revision data and replaced it with Demolition's own.
2019-11-05 20:48:34 +01:00
Christoph Oelckers
3a0b8364f7
- removed the OSD entirely.
2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208
- removed most of the old OSD's hooks.
2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e
- more cleanup of obsolete OSD code.
2019-11-05 20:16:53 +01:00
Christoph Oelckers
a4483f131d
- Printf related cleanup.
2019-11-05 20:07:16 +01:00
Christoph Oelckers
d943fe036d
- added the ZDoom console and made all needed changes to get it compiled.
2019-11-05 19:57:48 +01:00
Christoph Oelckers
ffa16b2a53
- removed all command related code from the OSD.
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None of this was used anymore.
2019-11-05 00:48:27 +01:00
Christoph Oelckers
e37cb782ca
- fixed dependency problems with OSD definitions being used in another header.
2019-11-05 00:39:00 +01:00
Christoph Oelckers
5b67d653ed
- removed the bind command set from the osdcmd files to make sure that they don't get called anympre. All input should be routed through the new console code now.
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# Conflicts:
# source/blood/src/osdcmd.cpp
# source/build/src/osd.cpp
# source/common/console/c_cmdline.h
# source/common/console/c_dispatch.cpp
# source/common/console/c_dispatch.h
# source/duke3d/src/osdcmds.cpp
# source/rr/src/osdcmds.cpp
2019-11-05 00:22:42 +01:00
Christoph Oelckers
44f81ebd56
- let OSD_Dispatch forward everything to the ZDoom-based command dispatcher.
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Essentially making the OSD a dumb terminal. :P
2019-11-05 00:12:20 +01:00
Christoph Oelckers
bbf0a73471
- input works again.
2019-11-04 20:29:07 +01:00
Christoph Oelckers
1ee4efebb0
- fixed compilation.
2019-11-04 17:58:18 +01:00
Christoph Oelckers
e7f4433df6
- consolidation of mouse code and obsolete code removal
2019-11-04 02:07:59 +01:00
Christoph Oelckers
0b6db7eede
- cleanup of baselayer.cpp
2019-11-04 01:18:38 +01:00
Christoph Oelckers
4bf6c306ab
- added handling for cleariung mouse wheel events
2019-11-04 01:07:34 +01:00
Christoph Oelckers
29b7e1cf79
- moved all mouse button handling to the input state
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Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers
b4f91de7d3
- major refactoring on the input code.
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* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.
Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +01:00
Christoph Oelckers
b747df60ee
- moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
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Sadly there's 1ß00 lines of code using this...
2019-11-04 00:53:55 +01:00
Christoph Oelckers
01d5d51f13
- pass key events to the event queue.
2019-11-03 22:46:01 +01:00
Christoph Oelckers
eb049abc3a
- it compiles again (safety commit)
2019-11-03 20:24:50 +01:00
Christoph Oelckers
b179767d4a
- do not use the command line but the module filename to create the progdir path.
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argv[0] is not guaranteed to contain anything usable and in cmd.exe it doesn't.
2019-11-03 13:39:42 +01:00
Christoph Oelckers
250fa0b847
- consolidation of exit and quit CCMDs.
2019-11-03 13:31:03 +01:00
Christoph Oelckers
3c7151810f
- made the game interfaces classes instead of function pointer lists because that is far better at error catching.
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- fixed: Blood's monster flag is a 'have_monsters', not 'nomonsters' flag. As a result none were spawned.
2019-11-03 12:32:58 +01:00
Christoph Oelckers
e24b1e8903
- replaced all uses of xxhash with SuperFastHash.
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That's one more third party dependency down.
Not only are two hashing algorithms redundant, there was also a large size discrepancy: SuperFastHash is 3 kb of source code while xxhash is 120kb and generally extremely awful code.
It was easy to make a choice here. None of the use cases require this kind of performance tweaking, the longest hashed block of data is a 768 byte palette.
2019-11-02 22:52:13 +01:00
Christoph Oelckers
7853a9db6c
- do not use EDuke32's savegame identifiers.
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The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +01:00
Christoph Oelckers
3530c52264
- no need to have 2 CRC32 implementations.
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Just let Bcrc32 point to zlib instead of having its own implementation.
2019-11-02 22:10:53 +01:00
Christoph Oelckers
768a75b712
- fixed video startup.
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Make sure that SDL is initialized as the first thing and that the validmodecnt variable does not get cleared
2019-11-02 17:26:40 +01:00
Christoph Oelckers
e4ecc5d8df
- some reshuffling on OSD code.
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* moved the binding commands to osd.cpp. They were in the global namespace already and this way everything to be tossed out is in the same place when the time comes.
* removed support for the OSDs native CVARs. The only ones left were some internal ones I won't need until this code can be replaced.
* same for the custpmization code the games added. Duke Nukem was the only one anyway to have a decent font for it.
2019-11-02 14:25:35 +01:00
Christoph Oelckers
8fb54b51c3
- rewrote the screenshot code to use m_png as its backend.
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Mainly to finally get rid of kplib. There's really no use to keep such code around if alternatives are already present.
2019-11-02 12:59:59 +01:00
Christoph Oelckers
1d7bfe14dc
- removed kplib's compression code.
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Its only use in savegames has already been disabled in favor of a format restructuring.
2019-11-02 11:29:23 +01:00
Christoph Oelckers
ab28697c18
- undid the very pointless pow2char (de)optimization by substituting the real array with an empty struct containing an inlined [] operator.
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I think this shows a fundamental misunderstanding of what constexpr means, even when declared as such it requires a constant argument to be treated as a constant.
But since nearly all uses of this were not using constants, the compiler was emitting actual memory accesses to the array each time this was used.
2019-11-02 10:45:41 +01:00
Christoph Oelckers
fca3c2f5b5
- removed the directory scan code from compat.cpp.
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It is only used by the user map menus which I had to disable already and on top of that is blissfully incapable of dealing with Unicode.
2019-11-02 10:39:31 +01:00
Christoph Oelckers
c54ae1be83
- removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
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- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +01:00
Christoph Oelckers
1149b4f4aa
- various fixes and improvements related to file location management:
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* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
2019-11-02 00:38:30 +01:00
Christoph Oelckers
cfca8060ba
- gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
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- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers
2d7c0e26d2
- cleanup of the old file system initialization.
...
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
2019-11-01 19:25:42 +01:00
Christoph Oelckers
39bfd64fe9
- a bit more cleanup in app_init.
2019-11-01 08:24:10 +01:00
Christoph Oelckers
6c5d9c3507
- moved the net init code out of the game frontends to avoid having to call atexit for their deinit function.
...
When doing this during startup it can be done by regular cleanup measures.
This also moves two larger chunks of networking code out of game.cpp.
Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
2019-11-01 07:26:49 +01:00
Christoph Oelckers
67acad3984
- startup cleanup.
2019-11-01 00:32:56 +01:00
Christoph Oelckers
57f879fa8b
- moved the startup dialog out of the game front ends, now that there is a global cross-game list of playable configurations.
2019-10-31 23:25:21 +01:00
Christoph Oelckers
c6753a3fec
- tested and fixed game list loader.
2019-10-31 00:41:56 +01:00
Christoph Oelckers
2a7beeff69
- cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory.
2019-10-30 21:51:04 +01:00
Christoph Oelckers
5b1036093c
- fixed startup.
2019-10-30 19:55:03 +01:00
hendricks266
dcba445f4e
SW: Fix file loading and init sequence
...
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
# source/duke3d/src/game.cpp
# source/sw/src/common.cpp
# source/sw/src/common_game.h
# source/sw/src/game.cpp
# source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
hendricks266
797c79d4a5
Move registry reading to engine
...
git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
hendricks266
9b21fe0c28
Move VDF parsing to engine
...
git-svn-id: https://svn.eduke32.com/eduke32@8267 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/common.h
# source/duke3d/src/common.cpp
2019-10-30 18:15:00 +01:00
Christoph Oelckers
ac87665972
- use std::filesystem for directory traversal.
...
So far implemented for scanning search paths
2019-10-29 19:53:46 +01:00
Christoph Oelckers
762f174743
- moved the command line parser out of the game frontends.
...
Some part are not done yet, and the file system data is currently ignored - there's no way to properly set this up with the file system code Build came with.
2019-10-28 22:19:50 +01:00
Christoph Oelckers
f8203ac766
- fixed the compile errors and consolidated the key binding CCMDs.
2019-10-28 06:47:49 +01:00
Christoph Oelckers
e7f75cbf4d
WIP
2019-10-28 01:12:31 +01:00
Christoph Oelckers
c0d5ca8ab8
- Config work almost done.
...
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers
038c1ba4ba
- more CVARs.
2019-10-27 09:53:09 +01:00
Christoph Oelckers
4b5ec2aabb
- transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
...
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers
db1a9a9363
- the config finally get saved.
...
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
ny00123
731671c401
Make the secondary backslash key of the standard 102-keys PC keyboard layout, also known as a "less than" key, usable. This is the key generally sitting in-between the left shift and Z keys, for the 102-keys QWERTY layout.
...
git-svn-id: https://svn.eduke32.com/eduke32@8265 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-26 19:29:13 +02:00
Christoph Oelckers
f53c9f6947
- save stuff to the new config.
2019-10-26 19:24:46 +02:00
Christoph Oelckers
cd47582632
- disabled the settings.cfg console script so that the newly added config code can take over its duties.
...
- write the console log to the folder returned by M_GetDocumentsPath and not to the root game directory.
- removed G_ExtPreInit because it has become redundant. The search path setup will have to be redone anyway.
2019-10-26 13:41:42 +02:00
Christoph Oelckers
1e0d49f947
- game starts again.
2019-10-26 13:16:32 +02:00
Christoph Oelckers
1c29169492
-perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function.
2019-10-26 10:30:08 +02:00
Christoph Oelckers
0d878a8604
- some needed cleanup on the control code before testing can start.
2019-10-26 10:16:39 +02:00
Christoph Oelckers
5cf5c74695
- let kopenFileReader have a look into demolition.pk3 if nothing else is found.
...
This should help as long as the old resource management is still in place.
2019-10-25 02:01:52 +02:00
Christoph Oelckers
8730ce552b
- make things compile again.
...
Let's hope it still works...
2019-10-24 20:28:46 +02:00
nukeykt
e6f53f7c30
Resolve merge issues
...
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.sln
# platform/Windows/props/build_common.props
# source/audiolib/include/music.h
# source/blood/src/blood.cpp
# source/blood/src/gui.cpp
# source/blood/src/mapedit.cpp
# source/blood/src/sound.cpp
# source/build/include/vfs.h
# source/build/src/vfs.cpp
2019-10-24 19:48:11 +02:00
Christoph Oelckers
966751b7e8
- added GZDoom's font code and some dependencies.
2019-10-24 01:20:58 +02:00
Christoph Oelckers
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Szilárd Biró
c419fae31b
Fix compiling without OpenGL
2019-10-23 18:37:56 +02:00
Christoph Oelckers
21d90fd08b
- fixed compilation.
2019-10-23 18:36:48 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
...
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
f7b9fb92c1
- added back ZDoom's CVAR code and hooked into the OSD.
...
This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00
terminx
91dac5c73a
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
...
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
b2421887a1
Use stat() instead of fopen() to detect existing files when saving screenshots
...
git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers
72b87e5bd7
- fixed compilation.
2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161
- refactored most of the remaining calls to kopen4load
2019-10-21 17:16:08 +02:00
Christoph Oelckers
0c4ffdea43
- do not use the cache for loading voxel data
...
This stuff is software rendering only so should be made optional anyway.
But aside from that it was the last non-sound data, being loaded into the cache.
With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers
5333f6adc1
- refactored a few more - simple stuff but lots of lines.
2019-10-21 00:13:17 +02:00
Christoph Oelckers
d3c2d8e96f
- refactored file access in the movie player.
2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717
- refactoring of palette loader.
2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a
- refactored file access in RR frontend's sound code.
2019-10-20 21:56:13 +02:00
terminx
69a3f9e884
Band-aid fix for Duke3d E4L4 map "corruption"
...
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.
Yeah, OK, it never picks the one that matches.
The area is a total clusterfuck.
git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers
2be5727137
- refactored all file reading in the savegame code to the FileReader interface.
...
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f
- refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
...
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers
75205ca69c
- do not throw exceptions to exit without proper handling.
2019-10-20 11:28:16 +02:00
Christoph Oelckers
489170b12c
- fixed compilation again.
2019-10-20 10:52:38 +02:00
terminx
ba02bbaf67
Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
...
git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/sdlayer.cpp
# source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx
d7f779eaec
Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
...
git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/polymost.cpp
# source/build/src/tiles.cpp
# source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
Christoph Oelckers
2316957026
- made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
...
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx
63713002b3
Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
...
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# libraries/enet/LICENSE
# libraries/enet/callbacks.c
# libraries/enet/compress.c
# libraries/enet/enet/callbacks.h
# libraries/enet/enet/enet.h
# libraries/enet/enet/list.h
# libraries/enet/enet/protocol.h
# libraries/enet/enet/time.h
# libraries/enet/enet/types.h
# libraries/enet/enet/unix.h
# libraries/enet/enet/utility.h
# libraries/enet/enet/win32.h
# libraries/enet/host.c
# libraries/enet/list.c
# libraries/enet/packet.c
# libraries/enet/peer.c
# libraries/enet/protocol.c
# libraries/enet/unix.c
# libraries/enet/win32.c
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# platform/Windows/eduke32.sln
# platform/Windows/eduke32.vcxproj
# source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx
1667d4dd87
This is useless
...
git-svn-id: https://svn.eduke32.com/eduke32@8170 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:31:49 +02:00
terminx
8b43ed5777
Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
...
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/timer.cpp
# source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx
91fde580ce
Use nanosleep instead of usleep
...
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx
8e088f6659
Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
...
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx
0270cc2df5
SDL_free() is not for pointers to SDL_RWops structures...
...
git-svn-id: https://svn.eduke32.com/eduke32@8151 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:16:02 +02:00
terminx
c86af959b9
Add optional duration parameter to idle()
...
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
Christoph Oelckers
e5ddb28a2b
- renamed texcache.cpp and moved it to its proper place.
...
The old content no longer exists, this is entirely backend code now.
2019-10-20 08:04:54 +02:00
Christoph Oelckers
f29dd6c495
- include cleanup
2019-10-20 08:02:45 +02:00
Christoph Oelckers
efcf447398
- moved newly added file to its proper place.
2019-10-20 07:51:35 +02:00
terminx
4dfae31900
Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
...
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
terminx
70171ea341
Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
...
git-svn-id: https://svn.eduke32.com/eduke32@8141 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:16 +02:00
terminx
4c4ffa80b4
Use tabledivide64() in timerUpdate()
...
git-svn-id: https://svn.eduke32.com/eduke32@8136 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:02 +02:00
Christoph Oelckers
85d377647a
- tweaked the fade ramp a bit.
...
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers
abaa1d19ee
- fixed some bad setup in SetTextureInternal.
2019-10-20 00:31:27 +02:00
Christoph Oelckers
bb4a19cf3a
- added a few more texture formats to FHardwareTexture.
...
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
...
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
6f4ca480b5
- sky clamping may only be done in Blood for now.
...
This needs a better solution.
2019-10-19 20:25:58 +02:00
Christoph Oelckers
5fa879d5d1
- use texture clamping for skies, because these textures do not always wrap.
2019-10-19 19:29:59 +02:00
Christoph Oelckers
d4fc13fba5
- cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option).
2019-10-19 19:10:09 +02:00
Christoph Oelckers
2152780806
- added some hackery to render voxels properly again.
...
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers
cd7bbe35a8
- removed all legacy fog code.
2019-10-19 15:52:46 +02:00
Christoph Oelckers
2ef89abe08
- reworked palookupinfo output.
2019-10-19 13:27:09 +02:00
Christoph Oelckers
4a9f0248d7
- removed the texture ID cache.
...
Although this initially helped, it was only because it partially covered up the issues from the real problem which was using the sampler properties of the texture offsets.
With that one fixed this cache became pointless.
2019-10-19 10:40:47 +02:00
Christoph Oelckers
bc986b8054
- make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
...
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers
c6f973d05f
- more palookup information dumping
2019-10-19 00:25:42 +02:00
Christoph Oelckers
00630f728f
- fixed voxel rendering.
...
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers
00d59459a1
- fixed creation of true color textures and disabled fog in palette mode.
...
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers
2ed722f329
- do not draw invalid textures.
2019-10-18 19:29:35 +02:00
Christoph Oelckers
dab7c43f7c
- fixed all compiler errors.
...
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
23265ad213
- rework of texture management for models
...
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
542994cc20
- added lookup for brightmap palettes.
2019-10-18 12:11:53 +02:00
Christoph Oelckers
530a9944f7
- texture loader redone but not tested yet
...
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.
Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers
c6514949e3
- texture creation WIP.
2019-10-18 00:20:27 +02:00
Christoph Oelckers
3da49ad20a
- safety commit: all relevant code for the texturing system has been moved to texcache.cpp.
2019-10-17 21:44:34 +02:00
Christoph Oelckers
bef8c9ae76
- hictinting cleanup.
...
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
304a906aa7
copy code
2019-10-17 14:21:51 +02:00
Christoph Oelckers
1426ebec20
Moved hightile replacement data into the textures
...
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers
4f8e0dd936
- cleaned up a few copyright notices and unified licenses
2019-10-17 09:42:11 +02:00
Christoph Oelckers
452cfe385e
- Blood's voxel loader override has somehow gotten lost.
2019-10-16 23:57:29 +02:00
Christoph Oelckers
0aa5db7969
- project rework to shorten compile times.
...
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers
4cd2c024fc
- fixed crash in texture deinit code and ensure that everything gets deleted.
2019-10-16 21:16:40 +02:00
Christoph Oelckers
64e116a4b1
- use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
...
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers
4dc69620b7
- cleanup
2019-10-15 23:56:29 +02:00
Christoph Oelckers
57c221644a
- transitioned all texture options of the def file
2019-10-15 23:38:01 +02:00
Christoph Oelckers
bb78db71bc
- tileDelete / tileSetDummy
2019-10-15 23:29:47 +02:00
Christoph Oelckers
9a52e8039c
- rerouted tileCreate and tileSetExternal calls.
2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98
- more updating and bug in UpdatePicSize fixed.
2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3
- first batch of adjustments to the new tile management.
...
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers
4b6f28e7c8
- hooked up the writable texture types.
2019-10-15 00:19:31 +02:00
Christoph Oelckers
039d948991
- update of new texture classes.
2019-10-14 23:11:01 +02:00
Christoph Oelckers
a6ba81939a
- reworked texture management, not yet active.
2019-10-12 22:49:46 +02:00
Christoph Oelckers
fbc22e0125
- sanitized walock.
...
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
3621aae3f0
- rerouted all write accesses to tilesiz and picsiz through a function interface.
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These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers
14b21bab7a
- merged playing_blood and bloodhack variables because they did the same thing.
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The only difference was that bloodhack came from NBlood and playing_blood was added for unhandled differences between the backends of EDuke32 and NBlood.
2019-10-11 00:34:27 +02:00
Christoph Oelckers
d9d721bff6
- removed old sky code.
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r_flatsky is now the only option.
2019-10-11 00:15:20 +02:00