Commit graph

12523 commits

Author SHA1 Message Date
Mitchell Richters
c08851e4c0 - Blood/Duke/RR/SW: Drop resetinputhelpers(). 2020-10-12 14:42:43 +11:00
Mitchell Richters
894feb1c80 - SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191.
2020-10-12 13:15:19 +11:00
Mitchell Richters
1109a90273 - SW: Fix issues with sector object machine guns in InitSobjMachineGun() following changes in 6476430be6.
* Needed to account for rebase of horizon re-centering from 100 to 0.
* Horizon value here is only for projectile's z and not the player's z.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70199&p=1168858.
2020-10-12 13:06:21 +11:00
Christoph Oelckers
b4a011300a - implemented proper delta serialization for sectors and walls. 2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319 - removed wallext because its only member 'blend' is not used by anything.
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
e6bd5989c2 - removed some unused parts from Blood's map loader. 2020-10-11 18:34:58 +02:00
Christoph Oelckers
fd31da3115 - save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
cb8d2eb94c - added serializers for PlayerAngle and PlayerHorizon. 2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6 - split the game input code off gamecontrol.cpp into its own file. 2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867 Merge branch 'InputContinuation' 2020-10-11 15:24:51 +02:00
Christoph Oelckers
f3f6bad1f8 - Exhumed: Wrapped the logo retrieval code into getter functions and removed the game type macros. 2020-10-11 14:30:45 +02:00
Christoph Oelckers
df42230b45 - Exhumed: converted all #define constants to enums. 2020-10-11 14:30:45 +02:00
Christoph Oelckers
51b48ca124 - Exhumed: removed most of the unused tile constants 2020-10-11 14:30:45 +02:00
Christoph Oelckers
5bb02f7bb0 - Exhumed: replace include guards with #pragma once. 2020-10-11 14:30:44 +02:00
Christoph Oelckers
6acc9db540 - cleanup of the remaining homegrown Blood wrappers.
consoleSysMsg and dassert are gone now, all places now call the system implementation directly.
2020-10-11 14:30:44 +02:00
Christoph Oelckers
1579bec714 - Blood: got rid of ThrowError.
Use I_Error directly.
2020-10-11 14:30:44 +02:00
Christoph Oelckers
2769abcf0f - Blood: Removed most #defines.
only ThrowError and dassert left...
The unused BitWriter class was also removed.
2020-10-11 14:30:43 +02:00
Christoph Oelckers
7b6964a08f - Blood: #define replacement 2020-10-11 14:30:43 +02:00
Christoph Oelckers
7deb3ed4bd - Duke: got rid of the last 3 remaining #defines not used for list generation, as well. 2020-10-11 14:30:43 +02:00
Christoph Oelckers
fc82b3bc8a - Duke: replaced the game type macros with inline functions. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
9cc1268839 - Duke: added missing include guard to conlabel.h. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
67375cf79c - SW: renamed 3 duplicate constants 2020-10-11 14:30:42 +02:00
Christoph Oelckers
f0a1ce4850 - SW: fix some include guards. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
fc54d98100 - Exhumed: Give all savegame handlers and action sequences unique names. 2020-10-11 14:30:41 +02:00
Christoph Oelckers
c87185a337 - use distinct names for monster AI variables and functions.
I was just toying around with compiling all of these as a single unit and that uniform naming made it impossible.
2020-10-11 14:30:41 +02:00
Christoph Oelckers
2f4c78dd73 - use distinct variable names for QAV and SEQ management. 2020-10-11 14:30:41 +02:00
Christoph Oelckers
3b59bf759c - Blood: there's no need to store the loadsave handlers in local variables that never get used. 2020-10-11 14:30:40 +02:00
Christoph Oelckers
47e452f452 - fixed the real issue for the sound problems and reverted the last commit.
It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Mitchell Richters
5973391a51 - SW: Tune DrawHUD2() text positioning and image scaling.
Not sure how or when these came to be off. Perhaps additional chars have effected the overall font size?
2020-10-11 22:38:56 +11:00
Mitchell Richters
372f0db28a - Exhumed: Resolve sound issues following bad merge conflict resolve from b06a847d9a. 2020-10-11 22:01:37 +11:00
Christoph Oelckers
adaf25377c - moved the player sprite away from the edge of the frame. 2020-10-11 07:50:41 +02:00
Christoph Oelckers
8b8c6a5e3a - fixed episode default. 2020-10-11 07:44:51 +02:00
Christoph Oelckers
ca288d08f4 - compile all files with script exports in the main project.
This hopefully gets around the failure to find these on on-Windows Builds.
2020-10-11 07:40:11 +02:00
Mitchell Richters
5011b10549 - binaryangle.h/cpp: Inline the functions created in 271eb1c3fa. No real need to have a separate file for these. 2020-10-11 15:34:18 +11:00
Christoph Oelckers
820b37721b - moved tab completion code into 'common' as well. 2020-10-11 00:08:07 +02:00
Christoph Oelckers
242a70e610 - split the command line buffer off from c_console.cpp and reactivated the check for CONBACK. 2020-10-10 23:16:08 +02:00
Christoph Oelckers
87859e87bf - fixed heatseeker definition in SWCustom.txt. 2020-10-10 22:28:46 +02:00
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
dcde91b0c9 - do not wrap the simple value wrappers into a JSON object when being serialized.
It only adds to the processing time - they can just be written out as-is.
2020-10-10 21:36:12 +02:00
Christoph Oelckers
a39cf290e3 - Blood: fixed: The player's inventory and some other state were reset for each level, not each new game. 2020-10-10 20:20:12 +02:00
Christoph Oelckers
78d5b2aa95 - Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.
It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent.
Now each one is allowed to play its effect separately.
2020-10-10 19:17:23 +02:00
Christoph Oelckers
b06a847d9a Merge branch 'menu2'
# Conflicts:
#	source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers
e95fea1056 - fixed: Toggling palette emulation should reset the texture filter in the samplers. 2020-10-10 18:57:16 +02:00
Christoph Oelckers
16a4d49268 - added background dimming for the menu when in overlay mode. 2020-10-10 18:29:15 +02:00
Christoph Oelckers
b142f33edd - fixed problems with stopping sector effect sounds.
The old check only accounted for the case of trying to play a valid follow-up sound, but not for merely stopping the old one.
Restored the original check that was here.
2020-10-10 18:11:26 +02:00
Christoph Oelckers
f9ab77f700 - create named texture copies for 'tilefromtexture' replacements.
We want to be able later to find them in the texture manager again.
2020-10-10 16:52:04 +02:00
Christoph Oelckers
c478d1add2 - properly uninit the menus. 2020-10-10 15:16:28 +02:00
Mitchell Richters
271eb1c3fa - binaryangle.h/cpp: Hook up FSerializer and use within Duke for saving objects. 2020-10-11 00:10:53 +11:00
Christoph Oelckers
91e23b3ab5 - Exhumed: play the menu advance sound when starting a game 2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793 - fixed some issues with prematurely terminated sounds. 2020-10-10 12:57:43 +02:00