Commit graph

1992 commits

Author SHA1 Message Date
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
Christoph Oelckers
227ac0fca6 - RR: address a missing texture in E1L2.
The current texture on this wall is suboptimal but it's still better than glitchy HOM.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
03cad0fe3b - consider slope sprites unavailable in map formats 5 and 6.
Exhumed has several sprites flagged with this combo - they all need to be treated as face sprites.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
bb95f26c5e - removed debug message. 2022-01-04 17:18:24 +01:00
Christoph Oelckers
3494c701ee - Nam/WW2GI: use the console font for the generic message display.
The small font in these games is not usable because it is too small, too ugly and not extendable for localization.
2022-01-04 17:17:59 +01:00
Christoph Oelckers
ac3546bdaa - fixed depth buffer use of slope sprites.
They cannot be treated like perfectly horizontal floor sprites and need to write to the depth buffer in the same pass as the regular pixels.
2022-01-04 12:42:45 +01:00
Christoph Oelckers
e2e3b4482d - do some better sorting of slope sprites.
Splitting by translucent floor plane is essential, splitting by wall not that much - sorting by center point should be sufficient here.
2022-01-03 12:31:54 +01:00
Christoph Oelckers
be92d252ff - fixed signedness issue with slope sprite coefficient. 2022-01-03 09:54:23 +01:00
Christoph Oelckers
7915fb7ef1 - allow using "Mario" cheat with a space between name and number. 2022-01-03 07:13:34 +01:00
Mitchell Richters
bc6dd4ae3e - Add nullptr check to Interp_Sprite_Z reversion so I can load older saves before this was reverted. 2022-01-03 09:13:11 +11:00
Christoph Oelckers
d0ab13f95a - use GPLv2 in all files dual-licensed with the Doom Source license.
None of this was ever GPLv3, the original id source was released under the GPLv2 so this should be, too.
2022-01-02 12:42:54 +01:00
Christoph Oelckers
daa07b9e55 - an attempt to render "reflection" floor sprites by lifting them up to the floor and drawing them with 33% alpha. 2022-01-01 20:01:36 +01:00
Christoph Oelckers
8c9b810b16 Revert "- removed Interp_Sprite_Z."
Sadly, SW's sprite interpolation is too screwed up to do a better fix on short notice.
It's the same with interpolating sprites attached to SOP's, it is only needed because generally interpolating sprites in SW is problematic.
2022-01-01 19:50:30 +01:00
Christoph Oelckers
6807086f3c - relaxed the FindWall check for wall sprites a bit so that slightly out-of-sector sprites can find a wall to attach to. 2022-01-01 18:55:42 +01:00
Christoph Oelckers
fcb3e43799 - fixed side check for sloped sprites. 2022-01-01 17:27:09 +01:00
Christoph Oelckers
9680ff1863 - ignore y-flipping when rendering slope sprites in the new renderer.
This is what Polymost, and apparently NBlood, do here.
2022-01-01 12:55:28 +01:00
Christoph Oelckers
551ff89778 - fixed signed/unsigned comparison warning. 2022-01-01 11:30:00 +01:00
Mitchell Richters
f1530a051f - Fix two signedness warnings in hw_sections.cpp. 2022-01-01 21:02:00 +11:00
Mitchell Richters
733b6a7367 - Fix GCC warning warning: ‘vec.TVector2<double>::X’ may be used uninitialized [-Wmaybe-uninitialized]. 2022-01-01 20:50:58 +11:00
Christoph Oelckers
17de3a08e8 - deal with bad start sectors.
The engine will now try to find a proper sector in the map loader if there's a mismatch.
2022-01-01 10:39:59 +01:00
Christoph Oelckers
4dbbe892ae - fixed main game resource detection for Blood.
* code did not scan .rff files for content-defined versions.
* code did not check content-defined versions for CRC matches.
2021-12-31 13:04:32 +01:00
Christoph Oelckers
1849fe541e - fixed alignment of sloped sprites.
The offset fields are not valid for them so thwy may not be used for offsetting.
2021-12-31 11:55:25 +01:00
Christoph Oelckers
717dd123e5 - fixed slope sprite flag getting cleared by some leftover code.
Also merged copyfrom into the one single function that called it.
2021-12-31 10:55:55 +01:00
Christoph Oelckers
f679b61a30 - fixed issue with wall sprite angle check.
The resulting value had no sign, so 'abs' did not work. It now uses some bit shifting magic to get a proper sign.
2021-12-30 22:56:33 +01:00
Christoph Oelckers
a9b162b8e9 - moved the tsprite flags from cstat2 to clipdist which was already holding other ones.
cstat2 should only hold flags for game-side sprites.
2021-12-30 19:00:35 +01:00
Christoph Oelckers
552668418a - moved opos and oang to DCoreActor. 2021-12-30 18:21:02 +01:00
Christoph Oelckers
2bb7cecf27 - eliminated spritetype::clear.
Most uses were bad anyway, and the legitimate ones are just clearing the object.
2021-12-30 17:55:17 +01:00
Christoph Oelckers
51abee4351 - eliminated spritetypebase::setpos, which was the last remaining method in this struct. 2021-12-30 17:49:16 +01:00
Christoph Oelckers
7f62df517d - moved all interpolate* methods from spritetypebase to DCoreActor.
The places where it was used on tsprites were redone to use the actor's base coordinate, which at the point of the operation would always be the same.
2021-12-30 17:32:31 +01:00
Christoph Oelckers
c10fb1278a - moved the backup... methods to DCoreActor. 2021-12-30 17:10:08 +01:00
Christoph Oelckers
6c381d4392 - removed sector() method from low level sprite type. 2021-12-30 16:58:48 +01:00
Christoph Oelckers
5498699faf - use DCoreActor::sector() wherever possible. 2021-12-30 16:51:56 +01:00
Christoph Oelckers
88e4bb9f79 - moved sectno method to DCoreActor. 2021-12-30 16:39:43 +01:00
Christoph Oelckers
f0b7fe4add - use setsector from DCoreActor.
Also did a bit of cleanup
2021-12-30 16:36:04 +01:00
Christoph Oelckers
af6ca40e3d - use DCoreActor::insector instead of spritetype::insector. 2021-12-30 16:24:51 +01:00
Christoph Oelckers
eb00fe52db - more spritetype references eliminated. 2021-12-30 16:11:14 +01:00
Christoph Oelckers
4bc32e2777 - use actors in the sloped sprite utilities. 2021-12-30 16:11:14 +01:00
Christoph Oelckers
50a3089648 - eliminated tspriteptr_t and moved a few polymost-exclusive inlines into polymost.cpp. 2021-12-30 11:51:33 +01:00
Christoph Oelckers
44d2cc1951 - eliminated usectorptr_t. 2021-12-30 11:45:58 +01:00
Mitchell Richters
9bbb54fe2e - Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries. 2021-12-30 20:30:21 +11:00
Christoph Oelckers
c61d82cead - made RRRA E1L3 fix a bit more robust by neutralizing the unconnected one of the two walls.
Also fix thw 'warning C4456: declaration of 'i' hides previous local declaration' warning.
2021-12-30 10:09:13 +01:00
Christoph Oelckers
4d8028831b - fixed vertexscan crashing on bad walls. 2021-12-30 09:58:48 +01:00
Christoph Oelckers
69283bfb0c - tabified several Blood source files. 2021-12-30 09:58:47 +01:00
Christoph Oelckers
e670cf2786 - re-tabified several files that got mangled by repeated merging 2021-12-30 09:58:47 +01:00
Christoph Oelckers
3fcecedf32 - deleted ClearContent functions from actor classes.
this is a leftover from pre-DObject times and no longer needed.
2021-12-30 09:58:47 +01:00
Christoph Oelckers
d46a7abb0e - better wall sprite handling.
When they are directly on a wall, project their coordinates onto the wall to eliminate the imprecisions from Build's ad-hoc setup.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
1a2b9d43f7 - fixed check for wallsprites on walls.
This completely ignored the case where a wall was flagged as one-sided which was the main reason with that sneaky sign in E2L1.
The problem is not entirely fixed with this but now it will detect that it's on a wall.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
4f8f85c634 - backend update from GZDoom. 2021-12-30 09:58:46 +01:00
Christoph Oelckers
b1d8f92ded - added wall edge splitting for gl_seamless. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
f7e7476010 - hooking up the vertex map with the rest of the engine. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
27ae8d627b - vertex height map creator for precise render mode like in GZDoom. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
3fee8f3c4e - replaced dragpoint (both the generic and the Blood variant) with a newly written vertexscan function.
This is a template allowing to run any task on a set of walls with equivalent start point.
Code was redesigned from scratch to be more clear than the existing variants.

The idea here is to reuse the base algorithm for other things that need to operate on the equivalent set of a given wall's start point.
2021-12-30 09:58:15 +01:00
Christoph Oelckers
a15e5399fa - don't use a full sector backup in the triangulator for comparing changes.
Instead use a smaller struct only containing the relevant data.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
fb53f32603 - handle the remaining write accesses to ceilingz and floorz.
Everything is routed through the wrapper functions now.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
059412b75e - first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.
We need this for implementing "precise" rendering to flag vertices as dirty.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
8710e76a2d - delete voxel models when shutting down 2021-12-30 09:58:10 +01:00
Christoph Oelckers
dc7082f264 - removed duplicate PClass::StaticInit call. 2021-12-30 09:58:10 +01:00
Christoph Oelckers
12619671e6 - Duke/RR: added fudging to work around aiming randomization issues with the pistol when autoaim is off.
Solution is the same as in RedNukem/EDuke32: do one hitscan directly in aiming order and if that hits a sprite, use it as aiming target.
2021-12-30 09:58:10 +01:00
Christoph Oelckers
1f2abda23c - fixed map ccmd.
Something got lost when implementing user maps.
2021-12-30 09:58:10 +01:00
Christoph Oelckers
eaac9de1a4 - Added skill selection for user maps. 2021-12-30 09:58:09 +01:00
Christoph Oelckers
e5c9691166 - fixed clipping issue with sloped walls.
The window was calculated too narrow for this case, it needs to use the lower point of a floor slope and the upper point of a ceiling slope.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
50bad91f14 - handle edge case in clipper where adding a new window will remove the entire clipper's content before adding the new range.
This case would have passed the actual logic but not the asserts.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
04f3268893 - silenced the debug output that was still present in the section creator. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
00a7be545d - added a map preview to the user map browser. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
6dfd975f88 - activated the user map menu item in the episode selection. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
ffd23c23ca - implemented user map browser. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
3be2128b3a - added utilities to read all usermaps into a directory tree 2021-12-30 09:58:08 +01:00
Christoph Oelckers
ccf50c7812 - fixed user map music lookup for real without disabling other things. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
87a32d9095 Revert "- fixed music lookup for user maps."
This reverts commit 9558e7d518c1d5f7a898fcb2564078bd9ec956ac.
2021-12-30 09:58:08 +01:00
Christoph Oelckers
4843cf98d8 - usermap files 2021-12-30 09:58:07 +01:00
Christoph Oelckers
7204b7c616 - fixed music lookup for user maps.
This was only looking for real files, but instead needs to check the file system. The game directory's content will always be part of that so other checks are counterproductive.
2021-12-30 09:58:07 +01:00
Christoph Oelckers
99b069d122 - fixed the user map label.
TXT_USERMAP does not exist, only MNU_USERMAP does.
2021-12-30 09:58:07 +01:00
Christoph Oelckers
34f14aa4c3 - added vector variants of FindDistance2D and FindDistance3D 2021-12-30 09:58:07 +01:00
Christoph Oelckers
6dcc8761fe - replaced the last remaining s() calls in Blood's interface and deleted the method. 2021-12-30 09:57:51 +01:00
Christoph Oelckers
9e14b168bb - addressed more shadowed variables in common code. 2021-12-30 09:57:32 +01:00
Christoph Oelckers
ca9d73ffee - renamed some shadowing variables in common code. 2021-12-30 09:57:32 +01:00
Mitchell Richters
a1900253e5 - Fix GCC warning warning: "/*" within comment [-Wcomment]. 2021-12-30 09:57:31 +01:00
Christoph Oelckers
0ebd7532b8 - don't use s() in other getters. 2021-12-30 09:57:30 +01:00
Christoph Oelckers
3992dfae84 - fixed: When merging clip nodes the redundant one needs to be deleted with RemoveRange.
Calling Free is not enough.
2021-12-30 09:57:29 +01:00
Christoph Oelckers
b00f197be3 - fixed: RemoveClipRange did not shorten the range if it had to split it up. 2021-12-30 09:57:29 +01:00
Christoph Oelckers
5699488bea - get rid of spritetype in inactive code. (Search noise removal) 2021-12-30 09:57:20 +01:00
Christoph Oelckers
6766a5922a - pass actors to calcChaseCamPos. 2021-12-30 09:57:18 +01:00
Christoph Oelckers
40a307650d - the really final parts of the shared code using s() cleaned up. 2021-12-30 09:57:15 +01:00
Christoph Oelckers
09634c4993 - use actors instead of sprites in the new renderer's API. 2021-12-30 09:57:15 +01:00
Christoph Oelckers
f602cf3806 - deal with s() in shared code.
clip.cpp was left alone, except for the actual call.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
d0143db8fe - got rid of sx() and sm() inlines. 2021-12-30 09:57:13 +01:00
Christoph Oelckers
a2fc415b30 - fixed Exhumed panning setup.
Converted it to floating point and removed the nonsensical & with the texture size that was clearing significant bits.
2021-12-30 09:57:09 +01:00
Mitchell Richters
dd0ff465b0 - Replace spritetypebase oz with opos.Z calls and eliminate spritetypebase opos union. 2021-12-30 09:57:07 +01:00
Mitchell Richters
a79b4b5ffc - Replace spritetypebase oy with opos.Y calls. 2021-12-30 09:57:06 +01:00
Mitchell Richters
e0fb92bb01 - Replace spritetypebase ox with opos.X calls. 2021-12-30 09:57:06 +01:00
Mitchell Richters
baf78848eb - Replace spritetypebase z with pos.Z calls and eliminate spritetypebase pos union. 2021-12-30 09:57:06 +01:00
Mitchell Richters
cecb8dc48e - Replace spritetypebase y with pos.Y calls. 2021-12-30 09:57:05 +01:00
Mitchell Richters
33ca55023f - Replace spritetypebase x with pos.X calls. 2021-12-30 09:57:05 +01:00
Mitchell Richters
09e00a69fe - Replace walltype y with pos.Y calls and eliminate walltype pos union. 2021-12-30 09:57:04 +01:00
Mitchell Richters
51b647da87 - Replace walltype x with pos.X calls. 2021-12-30 09:57:04 +01:00
Mitchell Richters
cab4ddb1c8 - Eliminate some stale code out of intvec.h. 2021-12-30 09:57:04 +01:00
Mitchell Richters
b24f07f281 - Capitalise vec2_16_t y variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
e52c3e6d82 - Capitalise vec2_16_t x variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
b2ab64bb62 - Capitalise vec3_t z variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7 - Capitalise vec3_t y variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276 - Capitalise vec3_t x variable. 2021-12-30 09:57:02 +01:00
Mitchell Richters
118ceb18ca - Capitalise vec2_t y variable. 2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba - Capitalise vec2_t x variable. 2021-12-30 09:57:02 +01:00
Christoph Oelckers
d9d05e90b5 - globally replaced all occurences of '->s().' with '->spr.' 2021-12-30 09:57:00 +01:00
Christoph Oelckers
56e56e9d2f - removed the triangulator type visualization. 2021-12-30 09:57:00 +01:00
Christoph Oelckers
beddf1e1ca - add slope sprite support to the new renderer.
Some fudging was needed to avoid positioning problems as the renderer is more sensitive to this than Polymost.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
6fd4d6d550 - ported slope sorite support from NBlood.
For Polymost only so far.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
785c7d4ceb - removed numsectors and numwalls entirely.
With Blood's Polymost mirror hack the risk of getting out of sync with the arrays was a genuine issue, so now only the array size counts.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
df0c577cf4 - replaced most of numsectors, too. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
f1c0298825 - replaced numwalls with wall.Size in several places. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
65bc6e6aef - removed the now redundant wall() and sector() interator helper functions.
With both wall and sector now being TArrays they are not needed anymore.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
6608096ea3 - added a bit more debug validation to the new clipper code. 2021-12-30 09:56:53 +01:00
Christoph Oelckers
fd741c4d49 - Disable debug output 2021-12-30 09:56:52 +01:00
Christoph Oelckers
756ed1c14b - removed the workaround to make Lunatic Fringe not glitch. 2021-12-30 09:56:52 +01:00
Christoph Oelckers
c141c89cfd - fixed the clipper.
* must do proper checks for merged ranges when inserting new ones. The checking code assumes that closed ranges are contiguous.
* when discarding parts of overlapping ranges this may not use merged clip values for its checks.
* ranges that have their clip values altered must be released and reinserted to ensure everything is correct.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
f152a4d9b5 - clipper clean up.
The horizontal part of the logic should work now.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
213ed28398 - WindowClipper WIP 2021-12-30 09:56:52 +01:00
Christoph Oelckers
8b427e35c2 - stuff that needs FromInt 2021-12-30 09:56:51 +01:00
Christoph Oelckers
13186cec6d - the rest of Blood's flags. 2021-12-30 09:56:50 +01:00
Christoph Oelckers
092cb1e5a3 - second set of Blood flags. 2021-12-30 09:56:50 +01:00
Christoph Oelckers
3bc337264a - flags in blood's actor.cpp
plus a few others caught by search&replace.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
8e0b9f7ce6 - some automatic, some manual sprite flag replacements 2021-12-30 09:56:49 +01:00
Christoph Oelckers
82fb03e399 - another batch of search&replace, with smaller results. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
8f012d1beb - made wall flags type safe 2021-12-30 09:56:47 +01:00
Christoph Oelckers
1883aad7c2 - flag names in SetupGibWallState and TranslateSector 2021-12-30 09:56:47 +01:00
Christoph Oelckers
adbf5177a7 - flag combo stuff. 2021-12-30 09:56:46 +01:00
Christoph Oelckers
b263c3ac6b - wall and sprite flags in Duke, just simple cases. 2021-12-30 09:56:46 +01:00
Christoph Oelckers
6e32832428 - made sector ceiling/floor flags type safe.
- made sector flags type safe.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
b0e3c6b5ec - some remaining sector flag stuff 2021-12-30 09:56:45 +01:00
Christoph Oelckers
d0a06ae961 - deal with most of CSTAT_SECTOR_SKY and CSTAT_SECTOR_SLOPE 2021-12-30 09:56:45 +01:00
Christoph Oelckers
1edccf1423 - added slope setter methods to sectortype.
To make sure that setting the slope flags is always done properly. (Why are the flags even needed?)
As a nice side effect, this, plus use of other inlines made the align*slope functions implode into virtually nothing.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
24a6d45f97 - minor slope math optimization.
May save one division and merges the '<< 5' into the main calculation.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
11f41a97d5 - made gotpic a FixedBitArray.
gets rid of some inline garbage.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
5f18109371 - consolidated all getslope code into a single function.
This also caches a wall's length to avoid taking the square root every single time for a slope calculation.
2021-12-30 09:53:55 +01:00
Christoph Oelckers
bea394a734 - replace SW specific sector flags with the global ones. 2021-12-30 09:53:55 +01:00
Christoph Oelckers
dddf48fd3e - cleaned up and renamed buildtypes.h.
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere.
Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
2021-12-30 09:53:46 +01:00
Christoph Oelckers
4a5de6f56e - make sure that all changes of wall coordinates invalidate associated data.
walltype::move should be the preferred function to be used for this, otherwise walltype::moved needs to be called.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
0e6242626c - removed the viewpoint from the clipper as we don't need this.
ClipWindow will go elsewhere, it has no place here.
2021-12-30 09:53:11 +01:00
Mitchell Richters
83000fab77 - Remove last remaining node builder code. 2021-12-30 09:53:11 +01:00
Mitchell Richters
95d60deecd - Rename remaining hw_sections*.* files to hw_sections.*. 2021-12-30 09:53:11 +01:00
Mitchell Richters
520412075f - Delete empty hw_sections.cpp file. 2021-12-30 09:53:11 +01:00
Christoph Oelckers
4700299fc6 - fixed bad assert.
This can indeed be called with both angles being identical and should accept this case.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d1f088a858 - SW/Exhumed fixed sound relinking on actor destruction.
This still passed the sprites instead of the actors. Moved the relinking code to DCoreActor::Destroy because it is the same for all games.
Also did a little bit of sound cleanup to ensure the sound backend does not hold stale actor pointers.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
7c5080f654 - reimplemented sector splitting.
With the new setup this is a lot easier than with the old one.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d46e3c87e0 - removed development output of the loop grouping code. 2021-12-30 09:53:10 +01:00
Christoph Oelckers
fc41a2bd85 - renamed sections2 and sections2PerSector.
No more need for a '2'.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
f6d852b5a0 - removed the old section builder 2021-12-30 09:53:09 +01:00
Christoph Oelckers
b0e4b49771 - removed the node builder.
With libtess2 working we do not need this anymore.
2021-12-30 09:53:09 +01:00