Commit graph

14375 commits

Author SHA1 Message Date
Christoph Oelckers
5d67987fe1 - don't attempt to decode animation frames at offsets beyond the end of the current page.
Copied from EDuke32.
2021-07-02 20:33:53 +02:00
Mitchell Richters
0724b3326c - SW: Promote PANEL_SPRITEstruct's xorig/yorig values from int to double to match x/ox and y/oy respectively.
* Makes bobbing a touch smoother.
* Removes 47 explicit casts.
2021-06-27 22:40:33 +10:00
Mitchell Richters
326a0798a1 - Exhumed: Fix alignment issues with ammo counter and compass on full HUD. 2021-06-27 21:34:04 +10:00
Christoph Oelckers
5e96e955f3 - add hitscan only autoaim for SW.
# Conflicts:
#	source/games/sw/src/weapon.cpp
2021-06-26 12:22:10 +02:00
Christoph Oelckers
2af2d29084 - add hitscan only autoaim for SW. 2021-06-26 12:18:27 +02:00
Christoph Oelckers
e9b2bf9e4e - shortened the message for not found game data and restrict to non-Windows systems. 2021-06-26 12:10:46 +02:00
Hugo Locurcio
a10018bc36 Display game data path when no game data files are found
This helps users find the location where they should place
game data files.
2021-06-26 12:06:35 +02:00
Christoph Oelckers
4dd293d551 - zero-terminate the buffer for reading Blood's INI files. 2021-06-26 12:04:21 +02:00
Christoph Oelckers
3512fe8fba - dynamically adjust SW's menu spacing based on language. 2021-06-26 11:58:40 +02:00
Christoph Oelckers
0f7d3d0cbb - streamlined and fixed game startup with '-map' option.
* Blood: Initialize global pointers in app_init so that they are not NULL.
* consider Mapinfo data when checking for a given level name.
* removed redundant level name output.
2021-06-26 10:11:50 +02:00
Christoph Oelckers
63bc36e3c4 - renamed some constants.
Manually copied from NBlood because the underlying code has changed too much already.
2021-06-24 14:14:16 +02:00
Mitchell Richters
9ed27effe5 - SW: Tune position of HUD elements since ZScript-ification.
* Fixes #428.
2021-06-24 21:13:05 +10:00
Mitchell Richters
30da87d55b - Exhumed: Fix level stat position on full HUD.
* Fixes #429.
2021-06-24 20:56:20 +10:00
Mitchell Richters
acadd716f8 - For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
* Fixes #430.
2021-06-24 20:47:14 +10:00
Mitchell Richters
a27888f9df - Duke (RR): Tune position of RR HUD elements since ZScript-ification.
* Fixes #433.
2021-06-24 20:28:29 +10:00
Mitchell Richters
af690d765a
Merge pull request #436 from Calinou/add-ambient-light-setting-gui
Add an Ambient Light slider to the Display Options setting GUI
2021-06-24 20:07:43 +10:00
Mitchell Richters
b015bc0685 - Duke (RRRA): Fix alt weapon slot for CHICKEN_WEAPON and CROSSBOW_WEAPON.
* Fixes #440.
2021-06-24 18:56:12 +10:00
Mitchell Richters
39983f8144 - Fix maps loaded from the command line starting with corrupted sectors.
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28 - Fix -map command-line argument not working.
* Fixes #441.
2021-06-24 18:49:26 +10:00
Mitchell Richters
6018213c71 - Blood: Don't parse BloodBathOnly levels in the INI loader.
* Fixes #442.
2021-06-24 18:21:06 +10:00
Emile Belanger
b6e76337e0 Fix so small font is displayed correctly 2021-06-20 16:34:26 +02:00
Hugo Locurcio
672637fc13
Add an Ambient Light slider to the Display Options setting GUI
`r_ambientlight` works in a way similar to EDuke32's Visibility slider.
Higher values decrease the amount of visible "fog" in the distance,
especially in darker areas.
2021-06-17 23:42:41 +02:00
Christoph Oelckers
9324898cbc - added missing widescreen sprite for RRRA's bike 2021-06-13 10:10:16 +02:00
Christoph Oelckers
4e82270aab - added credits for all widescreen tile contributors to AUTHORS.md. 2021-06-13 09:53:52 +02:00
Christoph Oelckers
0069af02e7 - use a slightly higher depth bias for translucent elements.
These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
2021-06-13 09:39:07 +02:00
Christoph Oelckers
5556756d43 - map fix for Hickston Swamp (RR mod) E1L3:
Wall sprite is placed in the wrong sector which makes the new renderer's far stricter checks to reduce sprite flicker fail to position it correctly.
2021-06-13 09:32:30 +02:00
Christoph Oelckers
20ca676539 - RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
With bad setups 'spr' could be left uninitialized. This crashed E1L1 of 'The Hickston Swamp' mod.
2021-06-11 23:20:50 +02:00
Christoph Oelckers
15635ec7c8 - fixed crash when trying to triangulate broken sectors.
In these cases it is possible that the wall index may go below 0.
2021-06-11 23:18:46 +02:00
Christoph Oelckers
d270d75d74 - re-added line of code that got lost during refactoring. 2021-06-10 00:14:04 +02:00
Christoph Oelckers
4b35a30de5 - RR: fixed the bowling lane lights.
Tiles had not been made writable.
Also renamed a few bowling related things.
2021-06-09 23:53:05 +02:00
Christoph Oelckers
1cea743536 - restrict lookup of engine/engine.def to the main game files.
Mods should not use this to load their data.
2021-06-09 08:38:40 +02:00
Christoph Oelckers
9d36e61d3f - depth bias fixes. 2021-06-09 00:47:13 +02:00
Christoph Oelckers
5b38343407 - fixed sprite exclusion logic in getzrange.
This was using the wrong flag.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
a32489be31 - wall sprite positioning tweaks.
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
89344a6023 - Exhumed: precache all frames of tile animations. 2021-06-02 21:31:38 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe Remove viewSetSystemMessage() when setting dude flags via command
# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10 - fixed last commit 2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11 Use dude physics as base for debris physics
Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h

# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0 - Fixed getPlayeById() function in multiplayer.
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
  - Added path markers following.
  - Added stealth mechanics.
  - Added spot target progress bar.
  - Added alarm dude flag.
  - Added blind dude flag.
  - Added deaf dude flag.
  - Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.

# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/common_game.h
#	source/blood/src/eventq.cpp
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp

# Conflicts:
#	source/games/blood/src/ai.cpp
#	source/games/blood/src/nnexts.h

# Conflicts:
#	source/games/blood/src/actor.cpp
#	source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
c4fa99c891 - ProcessTouchObjects 2021-06-02 20:44:55 +02:00
Christoph Oelckers
f7668fc074 - first pass over ProcessTouchObject 2021-06-02 20:44:54 +02:00
Christoph Oelckers
a7572bca0a - actImpactMissile. 2021-06-02 20:43:14 +02:00
Christoph Oelckers
f96521a7f4 - fixed: Floor sprites must set their view orientation.
The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6 - properly render geometry that's fully shrouded in fog. 2021-06-01 21:48:39 +02:00
Christoph Oelckers
22364ff2f8 - enabled saveloadconfirmation menu option. 2021-06-01 21:27:19 +02:00
Christoph Oelckers
dc846dcd49 - Duke: avoid clipping against self when executing script logic for floor sprites.
A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +02:00
Christoph Oelckers
f0d2aef9d9 - fixed hires replacements for colorized font characters. 2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00