Commit graph

27 commits

Author SHA1 Message Date
Hugo Locurcio
91ce22931d Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.
2021-10-11 22:30:39 +02:00
Mitchell Richters
6894be4ad1 - Use the new isSWALL() wrapper everywhere. 2021-07-11 12:40:01 +10:00
Christoph Oelckers
1168341d5a - fixed more warnings in 'core'. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
389340f97c - use sections for rendering. 2021-05-03 00:15:09 +02:00
Christoph Oelckers
9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
Christoph Oelckers
92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +02:00
Christoph Oelckers
7a9e58c31e - removed redundant cstat.h file.
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
dc234ea72d - implemented RR's geometry effect.
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
1dfb2672a8 - flat sprite rendering! 2021-03-26 20:28:44 +01:00
Christoph Oelckers
30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
2094b6420f - use local screen size variables in automap code. 2021-02-27 12:30:20 +01:00
Mitchell Richters
aae175f287 - Replace divscale##() calls with MulScale() from common.
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad - Replace fmulscale##() calls with MulScaleF() from common.
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Mitchell Richters
25eaeff0db - Wrap all g_gameType & GAMEFLAG_BLOOD checks into isBlood() inline. 2021-01-02 14:46:58 +11:00
Mitchell Richters
d6d74c2712 - buildutils: Replace sintable[] use within core with bsin()/bcos(). 2020-11-22 21:18:02 +01:00
Christoph Oelckers
99b4a64a67 - removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
e4fa695b57 - fixed the movement factor for automap panning.
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers
9bb99e5c05 - fixed 361 - togglerotate CCMD still had some bugs. 2020-09-07 19:56:28 +02:00
Christoph Oelckers
e63e134195 - fixed automap follow mode and added some menu entries for the new options and key bindings. 2020-09-06 23:12:47 +02:00
Christoph Oelckers
9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +02:00
Christoph Oelckers
18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00