Christoph Oelckers
ff0c4359e0
- deleted unused inlines.
2021-10-11 23:03:11 +02:00
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
Christoph Oelckers
83944a7191
- fixed uninitialized light index variable for floor sprites.
2021-10-11 22:28:26 +02:00
Christoph Oelckers
29769dd673
- fixed engine code warnings pointed out by XCode 13.
2021-10-08 19:06:41 +02:00
Christoph Oelckers
0d4e0d72fb
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:04:46 +02:00
Christoph Oelckers
e8187b4a99
- fixed bad serializers for vec2_t and vec3_t.
2021-09-12 18:42:58 +02:00
Christoph Oelckers
7f485bfab1
- split off the extended sprite flags into their own word.
...
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d
- flag sprites for automapping regardless of the 'automapping' variable's value.
...
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a
Attempt to fix music replacement definitions again
...
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
Christoph Oelckers
6dcd7e2557
- do not crash on badly defined walls where the end point is missing.
2021-09-12 18:18:26 +02:00
Mitchell Richters
37f8fc8b0d
- Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript.
2021-08-26 10:34:00 +10:00
Mitchell Richters
f44d695245
- Fix some warning messages in the defineqav
DEF parser.
2021-08-26 10:33:24 +10:00
Mitchell Richters
fd149e50ee
- Remove early return from GrpScan()
that was allowing addons to come through even if they weren't valid.
...
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Mitchell Richters
276c000f9f
- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage.
2021-08-23 20:54:30 +10:00
Mitchell Richters
a920fc5aef
- Add support for first
and last
keyword for defineqav
parser when process interpolate ignore
block.
2021-08-23 15:34:30 +10:00
Mitchell Richters
23be5ffe8c
- Add support for all
keyword for defineqav
parser when process interpolate ignore
block, and ensure the lowest value can't be below 0.
2021-08-23 15:06:04 +10:00
Mitchell Richters
e68b793852
- Add some extra safety to defineqav
parser to ensure some unsupported actions can't be performed.
2021-08-23 14:19:33 +10:00
Mitchell Richters
ddc7b3d730
Merge branch 'master' into master
2021-08-23 11:40:05 +10:00
Mitchell Richters
1ee6fd76c4
Merge branch 'blood-qavrework'
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
# source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
d7450e12f0
- Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion.
2021-08-23 10:55:08 +10:00
Mitchell Richters
916241dcdb
- Blood: Implement defineqav
DEF parser with hookup to game-side code.
2021-08-23 09:00:47 +10:00
Mitchell Richters
f67a09680e
- Blood: Rename CVAR cl_bloodhudinterp
to cl_bloodqavinterp
.
2021-08-21 19:55:02 +10:00
carnivoroussociety
db9a413f21
Added new cl_bloodvanillaenemies CVAR
...
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
6606f0bc5a
Improved GetClosestSpriteSectors() detection
...
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
Christoph Oelckers
a5e3a85c98
- changed palette lookup to consider the remapping of color 0 to 255.
...
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00
Christoph Oelckers
bad2c2e55f
- backend update from GZDoom
...
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
5d3f7947bf
- avoid calling the node builder to triangulate degenerate sectors.
...
This tends to crash.
2021-08-14 09:48:05 +02:00
Christoph Oelckers
5aa27bad3b
- flag SW's cutscenes as 'boss death only'.
2021-08-13 22:25:13 +02:00
Mitchell Richters
4a70f6efd0
- Allow ticrate to be specified to timer code, while still defaulting to GameTicRate
. Move out I_GetBuildTime()
from common code to gamefuncs.h
as part of this.
...
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00
Mitchell Richters
17b2154e9a
- Blood: Expose legacy 1.0 weapon handling game option as a CVAR.
2021-08-03 00:47:05 +10:00
Mitchell Richters
a9b75e7e7d
- Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
...
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984
- Blood: Restore originally intended isRunning
code that never worked behind two CVARs to offer an alternative playing experience.
...
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
a67c126129
- Blood: Extend 99508e6f15
to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
...
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
019922dcf1
- Fix constexpr issue with interpolatedanglef()
since fmod()
isn't available as constexpr.
2021-07-29 18:38:07 +10:00
Mitchell Richters
99508e6f15
- Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match.
2021-07-29 17:39:22 +10:00
Christoph Oelckers
bd23ea144c
- validate 'nextsector' fields on walls.
...
Build utterly relied on the map having these right and put the entire responsibility on the mapper.
There's maps, however which have bad values here causing either render glitches or crashes so these bad indices need to be fixed.
Two good examples where this causes problems are RR's E3L1 and the second map of SW's Last Warrior mod where this even glitches in Polymost.
2021-07-27 22:12:29 +02:00
Christoph Oelckers
1fde9f2173
- workaround to allow playing SW's Last Warrior mod in one go.
...
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
a12dfbe1d8
- fixed bad operator grouping in cheat code.
2021-07-25 17:17:29 +02:00
Christoph Oelckers
5c5799c21f
- quote argument for sending cheats from the chat editor.
2021-07-25 12:48:27 +02:00
Christoph Oelckers
dfb18ef9a9
- Duke/RR: Call Bowling lane reset code only when playing RR.
...
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
3864dcfc17
- adapted cheat input handler to treat spaces as '0' when entering parts of numeric fields.
2021-07-25 11:59:12 +02:00
Mitchell Richters
ef05eec531
- Change a68d5aae70
to not do a leading zero, but add an extra space of frameDelay
less than 10.
...
* Thanks, Graf. It's better :)
2021-07-24 17:51:14 +10:00
Christoph Oelckers
8e8b3a32fe
- fixed initialization pf upscale state properly.
...
This avoids indirectly calling FlushAll during startup.
2021-07-24 09:10:21 +02:00
Mitchell Richters
a68d5aae70
- Add leading zero to statFPS()
output (vid_fps
) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms.
2021-07-24 15:40:47 +10:00
Mitchell Richters
c5f63b95e5
- Capitalise CPART07.AR_
and CPART15.AR_
in ProcessOptions()
. The original files are in capitals and this is important as POSIX systems are case-sensitive. We can't cater towards every use-case but this should cover most bases.
...
* Fixes #308 .
2021-07-20 19:06:45 +10:00
Mitchell Richters
675356be1a
- Ensure g_nextskill
is used everywhere so that setting skill for next level works properly.
2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23
- Add skill
CCMD to return player's current skill, while also being able to set skill for next game.
...
* Fixes #332 .
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7
- Rename DeferedStartGame()
to DeferredStartGame()
.
2021-07-20 18:43:17 +10:00
Mitchell Richters
4ac1376b9f
- Make naming of multiplayer episode exclusion stuff from d0e6a7ea29
more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean".
2021-07-19 12:24:47 +10:00
Mitchell Richters
ca65c4c9da
- Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input.
2021-07-18 19:25:41 +10:00