Commit graph

7935 commits

Author SHA1 Message Date
Christoph Oelckers
264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5 - fixed flickering floor sprites.
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348 - fixed typo in line segment culler. 2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06 - fixed precision issues with GetClosestPointOnWall for orthogonal lines.
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2 - fixed bad argument count in ScreenJobRunner.Validate call. 2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827 - fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls. 2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af - when using the node builder to triangulate sectors we must delete overlapping walls.
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3 - use a higher depth bias for non-orthogonal wall sprites.
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6 Destroy FStartupScreen before initializing video
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9 - re-enable flat sprite rendering.
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311 - new renderer: take fog properties for walls and ceilings from the proper elements. 2021-05-20 19:17:21 +02:00
Christoph Oelckers
ec976d9db7 - RR: fixed double negation in pitch math when throwing dynamite. 2021-05-20 19:06:11 +02:00
Christoph Oelckers
e5236d3423 - SW: fixed sector transfers involving a portal for real this time.
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Christoph Oelckers
b5358bc03c - fixed typo in wall sprite offsetting code. 2021-05-20 18:25:19 +02:00
Rachael Alexanderson
a75ed91796 - this crash was handled by nothing more than an assert... 2021-05-20 11:02:11 -04:00
Christoph Oelckers
d4eb54d686 - render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
e99567cd70 - fixed bad array of arrays access in sector splitting code. 2021-05-20 00:30:54 +02:00
Christoph Oelckers
4d8a2c91f2 - another WIP. 2021-05-19 00:43:50 +02:00
Christoph Oelckers
5ee4bc5cca - Blood: handle title screens so that mods changing the original one still display it.
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.

This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
bd1755dee7 WIP 2021-05-18 08:01:08 +02:00
Christoph Oelckers
5fd41ab910 - new renderer: draw the fog layer for skies.
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
1d7f4c1f2b - SW: fix sector property transfers involving a portal. 2021-05-18 00:26:57 +02:00
Christoph Oelckers
eae97ded1b - backend update from GZDoom. 2021-05-17 20:33:40 +02:00
Christoph Oelckers
3ae8f45928 Merge branch 'master' into whaven 2021-05-17 19:33:02 +02:00
Christoph Oelckers
24ce5d6130 - Exhumed: fix animation stopping for inventory torch item.
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers
395de23b21 - Exhumed: Don't autoaim backwards. 2021-05-16 19:20:36 +02:00
Christoph Oelckers
5e94eaff8e - new renderer: handle light level underflows. 2021-05-16 18:50:54 +02:00
Christoph Oelckers
a348508779 - handle the wall sprite clipping properly. 2021-05-16 16:00:00 +02:00
Christoph Oelckers
d395dca584 Merge branch 'whaven' of https://github.com/coelckers/Raze-private into whaven 2021-05-16 13:03:31 +02:00
Christoph Oelckers
671d200aa7 Merge branch 'master' into whaven
# Conflicts:
#	source/build/include/buildtypes.h
#	source/core/console/c_notifybuffer.cpp
#	source/core/d_protocol.h
#	source/core/version.h
#	wadsrc/static/zscript.txt
2021-05-16 13:03:17 +02:00
Christoph Oelckers
028a196777 - removed deleted files from project. 2021-05-16 12:32:52 +02:00
Christoph Oelckers
5e57b738d5 - removed redundant menu initializsation in M_StartControlPanel.
This was a leftover of early development and is no longer needed.
2021-05-16 12:21:08 +02:00
Christoph Oelckers
5bb438b817 - new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling. 2021-05-16 12:17:26 +02:00
Christoph Oelckers
60fe1d32fb - Blood: unpositioned sounds must be limited to one per channel. 2021-05-16 11:51:51 +02:00
Christoph Oelckers
98ca5d5db4 - added 'load' and 'save' CCMDs. 2021-05-16 11:24:08 +02:00
Christoph Oelckers
7358f4344f - pause the game when app is not active. 2021-05-16 10:53:38 +02:00
Christoph Oelckers
f2d75d4146 - made status bar configurable through rmapinfo. 2021-05-16 10:43:47 +02:00
Christoph Oelckers
ee559b7ba9 - removed all leftover parts of the native status bars. 2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b - fixed SW status bar. 2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46 - scriptified SW's status bar.
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628 - removed the native versions of Duke's and RR's status bar. 2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf - fixed all issues with Duke's/RR's status bar. 2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
d311792e06 - engine side preparations for Duke Statusbar scriptification.
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
845ce63348 - make sure that all objects rendered as shadow reset the object color after the draw call. 2021-05-15 10:40:25 +02:00
Christoph Oelckers
b520d38bc0 - removed the native implementation od Exhumed's status bar. 2021-05-15 10:25:39 +02:00
Christoph Oelckers
663f330684 - fixed GetChunkFrame implementation and one bad GetString call.
Exhumed's status bar is fully working with this.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
b71c725e3e - ported Exhumed's status bar.
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
c716900a3c - handled the remaining arrays that got accessed by the status bar. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
12b7c73393 - turning some of the player arrays into Player members.
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
4e182ea5ee - Exhumed: made the status bar independent of static global state.
It will now perform all state change checks itself
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c9361aff76 - Exhumed: moved nPlayerItem into PlayerList 2021-05-15 10:25:37 +02:00
Christoph Oelckers
71f4946879 - Exhumed: changed lung display as well. 2021-05-15 10:25:37 +02:00
Christoph Oelckers
35c07500c3 -Exhumed: changed key display on status bar to be controlled from the status bar itself.
First of 6 externally controlled status bar indicators.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
317238147b - Blood: fixed scriptified MP statusbar code to the point where it compiles.
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
55abb261c6 - this was in the wrong place. :( 2021-05-15 10:25:37 +02:00
Christoph Oelckers
db8572dbcc - newrenderer: clip wall angles before doing any math with them.
In some cases these unclipped ranges ended up in other data structures, causing problems with bunch ordering.
2021-05-14 12:56:37 +02:00
Christoph Oelckers
3d6ae40bc0 - normalize all angles to the actual viewing range in the drawer.
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
2021-05-14 10:50:22 +02:00
Christoph Oelckers
5ae1c334fa - Duke: fixed bad check in 'ifnotmoving' CON command. 2021-05-14 10:03:07 +02:00
Christoph Oelckers
645ea1e1ae - SW: better handling for bogus ladders.
If there is no back sector, use the front sector of the wall as the ladder sector.
This at least fixes the badly defined ladder in Wanton Destruction's first map.
2021-05-13 23:28:29 +02:00
Christoph Oelckers
d14d539144 - fixed issues with MAPINFO parser.
These cause problems with map progression, particularly with Exhumed.
2021-05-13 22:49:19 +02:00
Christoph Oelckers
bdfe40af7c - properly terminate base64 data. 2021-05-13 22:28:36 +02:00
Emile Belanger
a6f62773cb Give -1 to model light index otherwise mLightIndex in renderstate ends up getting set to 0 which is a valid light index 2021-05-13 10:04:40 +02:00
Christoph Oelckers
e5dd4a8638 - made the scripted version of Blood's status bar functional. 2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c - scriptified version of Blood's status bar compiles.
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
4ad20e4c00 - more preparations for scriptification of Blood's status bar.
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
5859188d3a - Blood: use names instead of indices to address textures in the status bar drawer.
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
acb4830eb5 - ported the BaseStatusBar class to ZScript.
Not hooked up yet, but it compiles.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cb2bc7967a - fixed the remaining warnings. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
cf22a70d82 - fixed all warnings in Duke. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
694066c4ec - fixed all warnings in Exhumed. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
fb21e39de5 - fixed remaining SW warnings. 2021-05-12 21:50:00 +02:00
Christoph Oelckers
1085b0b7a2 - first batch of SW warning fixes. 2021-05-12 21:49:34 +02:00
Christoph Oelckers
3e2cacfaf6 - silenced warnings in Blood. 2021-05-12 21:49:06 +02:00
Christoph Oelckers
d097c8e635 - removed the non-functional and long abandoned level music alias feature.
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
783b94f922 - more warning fixes in 'core'. 2021-05-12 21:48:14 +02:00
Christoph Oelckers
1168341d5a - fixed more warnings in 'core'. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
b6dd834420 - fixed warnings in Build code. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084 - fixed some very noisy warnings in two headers. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Mitchell Richters
d7dbb4bb8b - gameinput.h: Fix some mangled formatting from merging of master into branch. 2021-05-12 11:44:05 +10:00
Christoph Oelckers
fd6dd7f467 - Skip the load screen if the level is started from the console.
In this case the load screen is not helpful as it blocks the actual level start, requiring closing and reopening the console first before entering any commands that need the level.
2021-05-12 00:36:04 +02:00
Christoph Oelckers
9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972 - route savegame requests through the newwork, just like GZDoom does.
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
4c161ae403 - SW: fixed signed-ness issues with SOP-related angle checks. 2021-05-12 00:10:02 +02:00
Christoph Oelckers
633d205d80 - SW: fixed ammo pickup amount. 2021-05-12 00:01:19 +02:00
Christoph Oelckers
bde644f77f - SW: replaced some asserts with proper value checks.
These asserts can actually be triggered by some maps with incorrect setups.
2021-05-11 00:59:23 +02:00
Christoph Oelckers
ae94fb921c - SW: Abort GetInput immediately if no valid sprite is attached to the given player. 2021-05-11 00:52:39 +02:00
Christoph Oelckers
5d5af0cb09 - fixed error message spam when trying to load a non-existent voxel using .def. 2021-05-11 00:48:35 +02:00
Christoph Oelckers
3194efc646 - SW: processWeapon must check for valid player sprites.
On map start it can happen that this gets called with an incompletely set up map.
2021-05-11 00:21:50 +02:00
Christoph Oelckers
10a6515b9a - Exhumed: Fixed weapon swaying intensity, introduced by e76f63e2c0
Note that shifting right by 17 bits vs. shifting right by 16 bits and then multiplying the entire result by 0.5 is not the same here!
2021-05-11 00:12:03 +02:00
Christoph Oelckers
c6991add46 - Blood: fixed null pointer crash in actBurnSprite. 2021-05-11 00:02:26 +02:00
Christoph Oelckers
33a8355d11 Merge branch 'master' into whaven 2021-05-10 20:15:19 +02:00
Christoph Oelckers
d90b23ba9a - take down the savegame loader's resources in proper order. 2021-05-10 20:14:38 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
fc11f9327a - refactored actDamageSprite 2021-05-10 20:13:28 +02:00
Christoph Oelckers
b8dcd09f77 - reformatting. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
965939957e - split up actKillSprite into several smaller functions.
The biggest problem in here was tracking the lifetime of local variables.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
04f96e223f - gotpic stuff. 2021-05-10 16:08:46 +02:00
Cacodemon345
36b910a253 Fix compilation on OpenBSD 2021-05-10 08:25:14 +02:00
Cacodemon345
ce4b748ff0 Fix compilation with Clang on FreeBSD 2021-05-09 19:52:52 +02:00
Christoph Oelckers
6c8b133b87 - integrated all the recent UI changes into Witchaven. 2021-05-09 16:05:42 +02:00
Christoph Oelckers
ccc77cefbb Merge branch 'master' into whaven 2021-05-09 11:24:48 +02:00
Christoph Oelckers
c07615a798 - cleanup of 'gotpic' handling. 2021-05-09 09:05:42 +02:00
Christoph Oelckers
2148fe9bb4 - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-08 22:08:05 +02:00
Christoph Oelckers
b1074c300b - refactored actDamageSprite 2021-05-08 19:59:58 +02:00
Christoph Oelckers
d261d94207 - reformatting. 2021-05-08 19:59:58 +02:00
Christoph Oelckers
382a68410a - split up actKillSprite into several smaller functions.
The biggest problem in here was tracking the lifetime of local variables.
2021-05-08 19:59:58 +02:00
Christoph Oelckers
0efe15ae98 - deleted some unused utilities. 2021-05-08 18:06:57 +02:00
Christoph Oelckers
43981bff85 - Duke: fixed mirror setup for new renderer.
A wall must be marked one-way to be used as a mirror.
2021-05-08 16:27:01 +02:00
Christoph Oelckers
de904d3052 . Duke: made the 'lonely effector' error non fatal.
Instead just move the bogus effector sprite out of the way.
2021-05-08 15:41:49 +02:00
Christoph Oelckers
3dfc3e73d2 - only process actually existing mirrors when updating their state. 2021-05-08 15:23:45 +02:00
Kevin Caccamo
6e1554d7ae Fix mirror updates in Shadow Warrior 2021-05-08 14:58:20 +02:00
Christoph Oelckers
8e070343c5 - added default crosshair for Exhumed.
See 1abadb6f1c
2021-05-08 14:49:49 +02:00
Christoph Oelckers
9a5a32c826 - Blood: split out the 'modern dude' part of actKillDude. 2021-05-08 14:43:09 +02:00
Christoph Oelckers
34b7bfc10b - handled the actDrop* functions. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
d1cc7403b3 - actNapalmMove - another previously unnamed function.
# Conflicts:
#	source/games/blood/src/aiunicult.cpp
2021-05-08 14:43:08 +02:00
Christoph Oelckers
23df336ebe - complete cleanup of sub_2A620, now renamed to actRadiusDamage. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
6110ec5cfd - redid ConcussSprite. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
d466ec081a - fixed incorrect order of resource deallocation in savegame reader. 2021-05-08 09:22:08 +02:00
Christoph Oelckers
325af156e7 - fixed loop in ProcessBunch to account for array reallocation. 2021-05-08 09:16:06 +02:00
Christoph Oelckers
df6a9823e3 - fixed incorrect license in sw/d_menu.cpp.
Should be GPL 2+, not GPL 2.
2021-05-08 00:13:50 +02:00
Christoph Oelckers
79823b430c - reinstate the old code for rendering the first portal without stencil
The previous commit fixes the true issue causing the problems - with this back the restriction is not needed anymore.
2021-05-07 00:26:22 +02:00
Christoph Oelckers
db1cf63e7a - SW: fixed bad type for ceiling portals. 2021-05-07 00:23:56 +02:00
Christoph Oelckers
b644000b02 - fixed texture y-flipping on bottom tiers of walls.
The flip flag was taken from the wrong side of the wall.
2021-05-07 00:18:13 +02:00
Christoph Oelckers
29b0106a96 - fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers
34a5fb5a6a - make testnewrenderer persistent. 2021-05-06 18:12:23 +02:00
Christoph Oelckers
3fce8ab693 - added support for the 3 missing Duke Vacation SSIs. 2021-05-06 17:14:18 +02:00
Christoph Oelckers
d54a8724b5 - default 'testnewrenderer' to false. 2021-05-06 17:04:48 +02:00
Christoph Oelckers
2f9e32f748 Merge branch 'newrenderer' 2021-05-06 17:04:35 +02:00
Christoph Oelckers
72e4220929 - added an option to dump the list of discovered games to a JSON file. 2021-05-06 12:03:33 +02:00
Rachael Alexanderson
7b45144023 - these changes were missing from the last Vulkan update 2021-05-06 04:27:58 -04:00
Christoph Oelckers
c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
0659bda6b6 - SW: clear old user content before allocating a new one.
If old data gets in here it may break the game.
https://github.com/coelckers/Raze/issues/349
2021-05-04 11:11:38 +02:00
Christoph Oelckers
a7adef360b - fixed compilation with Clang. 2021-05-04 00:11:43 +02:00
Christoph Oelckers
a303da37a9 - added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
020a636c2f - removed some more useless stuff from headers. 2021-05-03 19:16:26 +02:00
Christoph Oelckers
0db8fc6163 - removed UNREFERENCED_PARAMETER macro.
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
8c6cecd738 - scriptified WH cutscenes and created a texture name definition table. 2021-05-03 18:58:02 +02:00
Christoph Oelckers
6f19c415d6 Merge commit '6589222da6e2ac09d90681dbc6f97154cd60ef0b' into whaven
# Conflicts:
#	source/core/gamecontrol.h
#	source/core/searchpaths.cpp
#	wadsrc/static/zscript.txt
#	wadsrc/static/zscript/razebase.zs
2021-05-03 18:53:54 +02:00
Christoph Oelckers
6589222da6 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-03 18:50:41 +02:00
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
d8b808576f - restrict the sky portal shortcut to skies in scenes where there are no other portals.
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers
56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers
389340f97c - use sections for rendering. 2021-05-03 00:15:09 +02:00
Christoph Oelckers
30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00