Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
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Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
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All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
a5f08a4734
- fixed Shadow Warrior save game loading from the main menu.
2020-01-11 18:50:38 +01:00
Christoph Oelckers
b8ac5aea84
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
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Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
1d315ae67b
- added savegame symbols for the extra gory ninja death.
2020-01-06 21:12:42 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
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This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
93d634813d
- fixed SW's savegame handling.
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This set up the wrong game state for saves from within the game loop.
2020-01-05 20:41:57 +01:00
Christoph Oelckers
83292c9dd6
- fixed a few issues and added some savegame debug code for Shadow Warrior.
2020-01-05 18:49:19 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
e61e77fb82
- handle textures in the render state.
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This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Christoph Oelckers
e982c30590
- fixed Shadow Warrior's mirror code.
2020-01-04 23:23:36 +01:00
Christoph Oelckers
e01c161258
- removed some dead variables.
2020-01-01 13:11:44 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +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
f106505344
- fixed the broken alignment between lines and sectors on the Shadow Warrior automap.
2019-12-31 22:11:04 +01:00
Christoph Oelckers
9543c2cbb9
- fixed the broken automap defaults in Shadow Warrior.
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Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
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This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
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Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
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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
hendricks266
6465feb438
Refactor tsprite creation into renderAddTSpriteFromSprite
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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
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468
- cleanup and removal of unused code.
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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
a021b96119
- added the needed parts of GZDoom's render backend to have the postprocessor working.
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Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
7e758a5e48
- hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
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- fixed per-frame sound system update in Exhumed.
Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
a4c5fbe295
- savegame name generation fix for SW.
2019-12-27 10:48:43 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
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# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
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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
Christoph Oelckers
d8dfe752b5
- fixed handling of music in Redneck Rampage and Shadow Warrior.
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After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
hendricks266
8e6a54a1e4
Mostly clean up the codebase in preparation for tspritetype != uspritetype
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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
3bbecf84c2
SW: Fix FindDistance3D calls to not z>>4 at the call site
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This is handled by the function itself now.
Fixes the distance issue with the ceiling fan.
git-svn-id: https://svn.eduke32.com/eduke32@8525 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:54:17 +01:00
hendricks266
ae94566fb5
SW: Draw the crosshair actually centered
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Thanks to Striker for the tip.
git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
hendricks266
846c7eaff2
SW: Run all allocations through Xmalloc et al
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git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/driver_winmm.cpp
# source/audiolib/src/flac.cpp
# source/sw/src/StartupWinController.game.mm
# source/sw/src/bldscript.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
# source/sw/src/grpscan.cpp
# source/sw/src/jbhlp.cpp
# source/sw/src/rts.cpp
# source/sw/src/scrip2.cpp
# source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
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# 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
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# 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
120a985b98
- disable palette transparency for color 255 when running an animation.
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There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +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
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.
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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
2820dc85a8
- plugged more memory leaks.
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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
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
1b9a2f5932
- disabled the message entering code.
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This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
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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
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
hendricks266
f4fda7e646
SW: Fix crash issues when Track sprites are set up incorrectly
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git-svn-id: https://svn.eduke32.com/eduke32@8485 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-22 15:19:55 +01:00
hendricks266
e50cdbad0c
SW, KenBuild: Remove some unnecessary #ifdef RENDERTYPEWIN
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git-svn-id: https://svn.eduke32.com/eduke32@8482 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/kenbuild/src/config.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-22 15:19:15 +01:00
hendricks266
acd56e319a
SW: Add tailspritefree to savegames
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git-svn-id: https://svn.eduke32.com/eduke32@8481 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/save.cpp
# source/sw/src/sounds.cpp
2019-12-22 15:16:58 +01:00
hendricks266
deec38c827
Expose nextvoxid variable
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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
f03bc3656f
SW: Add call to palettePostLoadLookups
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git-svn-id: https://svn.eduke32.com/eduke32@8469 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/jnstub.cpp
2019-12-22 15:11:13 +01:00