Christoph Oelckers
d98a567597
- halt the game timer when setting up a cutscene and when starting movie playback.
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These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77
- fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
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These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830
Fix off-by-one error in group search
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This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768
Resolve raze.pk3 via search paths
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Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Brian Koropoff
e4e949877d
Fix buffer overflow at maploader.cpp:392
2021-05-22 22:31:16 +02:00
Christoph Oelckers
b899b63843
- Raze must still use zmusiclite due to license restrictions... :(
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This was a copy/paste error when cleaning up some things in the project file.
2021-05-22 19:23:47 +02:00
Christoph Oelckers
0c6e2f0c9e
- silenced some warnings.
2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a
- route all accesses to gameaction from the backend through the sysCallbacks.
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gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
6ae09f8ec9
- ported Doom's type-on text screens as a screen job overlay.
2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044
- ported GZDoom's subtitle drawer to the cutscene framework.
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For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
d2ed4e703d
- made Exhumed's text scroller a universal component of the cutscene system, usable by all games.
2021-05-22 10:06:15 +02:00
Christoph Oelckers
f69fe334fc
- removed duplicate variable.
2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd
- moved the cutscene core to 'engine'.
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More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
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Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
1dff0502b0
- moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
2021-05-22 01:06:51 +02:00
Christoph Oelckers
16c6e2db05
- silence float truncation warnings for explicit casts.
2021-05-21 21:06:48 +02:00
Christoph Oelckers
4739c71b39
- PNG 16 bit support from GZDoom.
2021-05-21 21:06:11 +02:00
Christoph Oelckers
264d42179e
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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
c80c2e7a6c
- this wasn't supposed to be changed.
2021-05-19 22:48:21 +02:00
Christoph Oelckers
75cc66083d
- Blood: fixed use of wrong font for ammo display on statusbar.
2021-05-19 22:40:10 +02:00
Christoph Oelckers
91bd24f8b5
- fixed level name display on automap.
2021-05-19 22:21:11 +02:00
Christoph Oelckers
5ee4bc5cca
- Blood: handle title screens so that mods changing the original one still display it.
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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
Cacodemon345
ffffd2d0d2
Clear CMAKE_REQUIRED_FLAGS if backtrace facility isn't found
2021-05-18 22:49:09 +03:00
Christoph Oelckers
5fd41ab910
- new renderer: draw the fog layer for skies.
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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
98bb8c516d
- added missing declarations for RR's intro movies.
2021-05-18 00:08:32 +02:00
Christoph Oelckers
eae97ded1b
- backend update from GZDoom.
2021-05-17 20:33:40 +02:00
Christoph Oelckers
4d226d19e7
- Exhumed: fixed jumping icons on the status bar.
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Unfortunately, due to the utterly broken design of the sequences the fullscreen HUD is not fixed. This would require graphics replacements that fix the bad offsetting in the torch.
2021-05-17 19:22:57 +02:00
Christoph Oelckers
61d81efe45
- fixed definition of ExhumedCutscenes.BuildGameoverScene.
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Needs to be declared static.
2021-05-17 18:17:15 +02:00
Christoph Oelckers
24ce5d6130
- Exhumed: fix animation stopping for inventory torch item.
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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
88fe8e49a3
- Blood: fixed throw power meter.
2021-05-16 18:56:56 +02:00
Christoph Oelckers
5e94eaff8e
- new renderer: handle light level underflows.
2021-05-16 18:50:54 +02:00