Christoph Oelckers
b67f2cb727
added some awful hackery to handle the different offsetting of Blood's native voxels vs. those imported via .DEF.
2023-12-05 22:39:29 +01:00
Christoph Oelckers
6229a6256c
fix compilation of release builds.
2023-12-05 22:39:28 +01:00
Christoph Oelckers
0c397033f1
added the remaining needed GetChars calls.
2023-12-05 22:39:27 +01:00
Christoph Oelckers
4ff6e9bc72
- fix altered virtuals and gave them an override qualifier.
2023-08-23 21:26:42 +02:00
Christoph Oelckers
ec18e022ca
- fix allocation for tile buffer.
2023-08-23 21:05:00 +02:00
Christoph Oelckers
3c695a5abd
- adapted to backend changes.
2023-08-19 18:08:27 +02:00
Christoph Oelckers
d7a00b76f1
- added extensions to texnames parser to handle fully rotated sprite animations in one line
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Also define all sprites for Shadow Warrior.
2023-05-30 22:32:58 +02:00
Christoph Oelckers
56f5e01c84
fix tileCRC
2023-05-20 18:08:58 +02:00
Christoph Oelckers
a2b2e2ec87
- got rid of tileHeight and tileWidth.
2023-05-20 18:08:40 +02:00
Christoph Oelckers
058f1b4233
- handle exclusion of tilenum 0 for sprites in the backend.
2023-05-20 12:55:58 +02:00
Christoph Oelckers
6fd4368592
- moved Duke/RR's tile name list to raze.pk3, now that internally it is not used anymore.
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This way it can later also be used by editors.
2023-04-29 09:55:48 +02:00
Christoph Oelckers
34160a4354
- ported the scuba mask drawers to texture IDs.
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These were also the last places in Duke using tileWidth and tileHeight.
2023-04-29 07:06:42 +02:00
Christoph Oelckers
524df20d26
- renamed most local picnum variables in shaded code to reduce search noise.
2023-04-23 17:33:35 +02:00
Mitchell Richters
0387282e37
- Fix two particularly loud warnings from GCC builds.
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* `warning: type qualifiers ignored on function return type`.
2023-03-26 15:35:33 +11:00
Christoph Oelckers
905a9bfeae
- backend update from GZDoom.
2023-01-07 19:30:49 +01:00
Christoph Oelckers
d064706f93
- got rid of wallpicnum and overpicnum.
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All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
0d9fe83cba
- implemented the switch parser and set up the external definitions.
2022-12-29 13:32:29 +01:00
Kevin Caccamo
996e0ef6cf
Attempt to fix #806
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Default-initialize TilesetBuildInfo `info`.
Also, make every function in defparser.cpp static except for loaddefinitionsfile, since that's the only function which is called from other source files.
2022-12-22 22:14:13 +01:00
Christoph Oelckers
21d4aae182
- fixed lookup for tile aliases pointing to non-existent tiles.
2022-12-18 15:19:35 +01:00
Christoph Oelckers
e78fd90f67
- adapted sky code for using texture IDs.
2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220
- migrated floorpicnum and ceilingpicnum to FTextures.
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The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4a306a21dc
- split several texture flags off into a surface type value.
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Using the same field in the TexExtInfo struct as Blood's surfType.
This frees up a lot of flags for later use.
2022-12-18 13:56:54 +01:00
Christoph Oelckers
1a6f808fca
- refactored all access to the fake picanm[] array.
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Also use symbolic names in precache calls in Blood.
2022-12-18 13:26:29 +01:00
Christoph Oelckers
e23a5095cb
- moved the other tile info tables of Blood to the texExtInfo array as well.
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The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
c34756e5f2
- cleanup of voxel init code.
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The voxreserve array was never properly set up so it is gone now.
nextvoxid now gets set right before loading .def files.
2022-12-18 13:18:44 +01:00
Christoph Oelckers
8a789b9015
- voxel management cleanup.
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Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00
Christoph Oelckers
6ff91f8ebc
- disable the freelist management for discarded tiles.
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This does not work as implemented - may be checked out later, but this is not essential.
2022-12-18 13:06:09 +01:00
Christoph Oelckers
20edd800f9
- big texture system refactor.
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Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
3874cf365c
- use TEXMAN_ForceLookup where it was missing.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
58db09969c
- moved tileForName out of BuildTiles.
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Just pulling one change out of the big upcoming refactor commit.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
0bacb05c1b
- wrapped hiofs in a getter function.
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This makes it a lot easier later to refactor.
2022-12-11 19:45:01 +01:00
Christoph Oelckers
aa58b152ab
- use a TArray in BuildTiles for the tile descriptors.
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For some reason MSVC wants to put this in the EXE now and the array is quite large.
2022-12-11 19:45:00 +01:00
Christoph Oelckers
f479f995a1
- transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
0869497ecb
- rewrote the tile pixel cache to work on texture IDs instead of tile IDs.
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This allows using the related checking features with other textures as well.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
4ecb4aacb2
- mark all return values from the texture() getters as const.
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This is necessary to evade C++ stupidity which happily allows assignment to non-const struct type return values and won't even warn about it.
As const these will throw an error when that happens.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
63c1630cda
- more texture wrappers and minor cleanup.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
e5225e98e0
- migrated SW's portal setup code to texture IDs.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
f4bda94dad
- added tileGetTextureID and tested it with Blood's mirror/portal setup code.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
bfef616981
- let tileDelete create a new null texture instead of using the default one.
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This is to ensure that marker textures are still unique.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
028cf2daf5
- added access wrappers for getting texture IDs from the map and used that to rid a large chunk of the renderer of direct tilenum access.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
49f87e6227
- got rid of gotpic.
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Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
It's also only the 3 places checking this flag which are responsible for clearing it.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a0722c55ea
- removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e
- initialize all special tiles to their intended type before starting the game.
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This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
faeb19a485
- do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
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Aside from less resource use this also works with hires replacement - which the old code was incapable of.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
6a690849e6
- cleanup on the tile management.
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* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
67e807de26
- exported the tile flag setters to .def.
2022-12-11 18:42:01 +01:00
Christoph Oelckers
5a2819239c
- moved Duke's tile flags into the tile manager.
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This is so that .def can access them. Later the other games also might make use of this.
2022-12-11 18:42:01 +01:00
Christoph Oelckers
94b91f6ec3
- build.h cleanup
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* moved krand and krandf into the games/duke folder because no other game uses them
* moved CVARS to gamefuncs.h.
2022-10-30 16:51:09 +01:00
Christoph Oelckers
a4dd5bb4ce
- rewrote the model storage code.
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Using proper C++ containers now.
2022-10-27 16:55:54 +02:00
Christoph Oelckers
e71254dfa6
- floatified some parts of the SO interface for consistent use of MAXSO.
2022-10-06 20:50:45 +02:00