Commit graph

17148 commits

Author SHA1 Message Date
Christoph Oelckers
e396798198 - made DCoreActor's properties functional.
They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup.
This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
e3f1893e02 - avoid conversions for vertex comparisons in CollectLoops and for sectorgeometry.cpp's poscompare values. 2022-02-15 22:34:03 +01:00
Christoph Oelckers
680a87085a - SW: remap LIGHT_Tics to the otherwise unused spritetype::detail.
We should not hijack a coordinate for this due to access rights for scripting and potential value ranme issues. Since this value is never loaded from a map this is safe.
2022-02-15 22:34:03 +01:00
Christoph Oelckers
37fda9cf89 - added position getters/setters to DCoreActor.
Scripting should not be subjected to that awful mixed fixed point format, but we cannot easily swap out the internals without risking breakage all over the place.
2022-02-15 22:33:49 +01:00
Christoph Oelckers
536c7e0c7b - SW: floatify slidor.cpp 2022-02-15 22:18:27 +01:00
Christoph Oelckers
71943abed0 - changed math utilities to floating point coordinate system. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
8cc8ebf30c - preparations for more floatification. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
4e2a9f6e59 - use float wall positions in portal code. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
b641456152 - use floats directly for WallStart/End/X/Y. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
73aa84e9f3 - floatified the user map display. 2022-02-15 22:18:26 +01:00
Christoph Oelckers
c18a46b98a - fixed dofurniture 2022-02-15 22:18:26 +01:00
Christoph Oelckers
651c25a7be - do the 'inside' check with integers.
Using floats and multiplications is not robust enough. This is a bit slower, but doesn't run the risk of underflows and other nasties.
Q: How many bits of fractional precision should we use? 16 seems fine
2022-02-15 22:18:26 +01:00
Christoph Oelckers
63f1a968d6 - do not update the sector for sector effectors moving themselves.
They need to stay in their originally assigned sector forever, or really bad things can happen.
If due to some math imprecisions they change their sector, they can screw up the entire map.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
b8ea49ee0e - SW: bumped two hard limits because there's maps out there that exceed them. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
7374364527 - doFurniture floatified and inside rewritten as a floating point algorithm that works without bit masking. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
4d38f62a14 - cleaned up and floatified the jaildoor code
(which should probably be renamed to 'slidedoor' because it gets used for lots of stuff other than actual jail doors...)
2022-02-15 22:18:25 +01:00
Christoph Oelckers
6fbecf2348 - RR: cleaned up and floatified the mine cart code 2022-02-15 22:18:25 +01:00
Christoph Oelckers
13d01bc98b - lower the value of MAXSO.
This was causing overflow issues and resulted in bad int <-> float conversions.
2022-02-15 22:18:25 +01:00
Christoph Oelckers
6e96b1ee81 - floatify SW's sector object rotation. 2022-02-15 22:18:25 +01:00
Christoph Oelckers
a12093af04 - use full precision math for rotating sectors in Blood. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
a781517780 - renamed PlanesAtPointf to PlanesAtPoint
The old PlanesAtPoint is not needed anymore.
2022-02-15 22:18:24 +01:00
Christoph Oelckers
08500ca757 - eliminated coordinate factors from UV generator. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
bd95da423a - use PlanesAtPointf in most places where PlanesAtPoint was used. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
02d508baef - renamed floatified wall coordinate to 'pos'. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
7d461fa768 - PlanesAtPointf 2022-02-15 22:18:24 +01:00
Christoph Oelckers
cd55658786 - use floats for vertices. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
cf17cffb26 - missed one place where wall coordinates are set from map loading. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
59e834fdad - Duke: changed animation storage to be independent of the animated values' types. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
a9cf6feb60 - SW: changed sector object interpolation to be independent of the interpolated values' types. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
bc0e8b4a8d - use a method for setting wall coordinates when loading a map. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
f44736a5b6 -use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
89ef81da55 - renamed walltype::pos as preparation for refactoring.
no functional changes here
2022-02-15 22:18:22 +01:00
carnivoroussociety
1d8a11601d Fix ceiling panning angle 2022-02-15 16:02:00 +01:00
Rachael Alexanderson
0d54237eec - pull cvar uniform fixes from gzdoom 2022-02-09 07:26:59 -05:00
Rachael Alexanderson
c2b35fee41 - allow floats for uniform cvar defaults 2022-02-06 10:32:55 -05:00
Rachael Alexanderson
9fc6d40dcf - fix compile on clang - it's a whack-a-mole, we'll get em eventually 2022-02-01 12:49:58 -05:00
Rachael Alexanderson
b7cb878ad8 - fix compiling on Linux/et-al 2022-02-01 12:36:26 -05:00
Rachael Alexanderson
942acc04c1 - pull fix from GZDoom - handle situations where the uniform cvar may already exist 2022-02-01 11:45:29 -05:00
Rachael Alexanderson
cc57914bbf - fully implement uniform cvars 2022-02-01 11:03:39 -05:00
Christoph Oelckers
dab1f7fcec - handle walls where a sloped floor intersects with the visible part. 2022-01-30 08:54:11 +01:00
Christoph Oelckers
11b21cce2c - handle wall sprites on orthogonal walls better.
This covers the case that a wall sprite may overlap two walls with a slight deviation in their position - always pick the closest one.
2022-01-30 08:28:52 +01:00
Christoph Oelckers
ce325e6453 - disabled assert in FAFhitscan.
There's maps out there which trigger this - so it should better be silenced, despite being a mapping error.
2022-01-30 08:13:35 +01:00
Christoph Oelckers
12b25df582 - Exhumed: handle unterminated strings in LoadSound without reading beyond their end. 2022-01-29 13:29:59 +01:00
Christoph Oelckers
f98765ce95 - fixed handling of badly placed sprites in map validation code. 2022-01-29 12:33:11 +01:00
Christoph Oelckers
ca9936a601 - Exhumed: fix issues with uninitialized buffer data in seq_ReadSequence. 2022-01-29 12:25:48 +01:00
Christoph Oelckers
b82198b351 - Blood: fixed bad alignment flags for HUD flames. 2022-01-29 11:38:24 +01:00
Christoph Oelckers
a015958f66 - Duke: had to give the trip bomb yet another flag.
Unlike every other actor this has scripted animation logic attached that is not supposed to be used. Weird.
2022-01-29 10:45:36 +01:00
Christoph Oelckers
686a648aa1 - fixed inverted logic when checking for dragged sectors. 2022-01-29 09:59:29 +01:00
Christoph Oelckers
8487d693f5 - flags for the bolts. 2022-01-27 01:05:12 +01:00
Christoph Oelckers
82898e42a6 - fix the camera.
- camera flag added
2022-01-27 01:05:12 +01:00