Commit graph

14665 commits

Author SHA1 Message Date
Christoph Oelckers
90bcba302e - layout adjustments for localized texts.
In particular SW's main menu was far too tightly spaced, allowing no room for accents.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
cd56fd66d2 - RR: fixed advanced notify display's font size.
At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
f97b4e830d - pass fonts instead of indices to Blood's viewDrawText function.
As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
d7e1707b37 - removed the Doom specific font init code.
This has no use in Raze and only got in the way by enforcing unwanted defaults.
2021-05-31 21:20:28 +02:00
sinisterseed
64a3c5aac8 - expose the HQ resize options to the menu. 2021-05-29 15:58:31 +03:00
Christoph Oelckers
a7921e4c01 - use the same formula as Duke to offset SW's shadows in Polymost. 2021-05-29 14:04:57 +02:00
Christoph Oelckers
39b84c4063 - don't use DI_ITEM_RELCENTER for Blood's animated heart.
It does not look right for this sprite.
2021-05-29 13:42:00 +02:00
Christoph Oelckers
1ea09cd3d2 - removed bogus assert in SW's track setup.
One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +02:00
Christoph Oelckers
2b8a80c6ce - added the out-of-bounds vertex handler to the secondary triangulator as well.
If SW does this, triangulation must not be attempted as it will inevitably fail.
2021-05-29 13:19:44 +02:00
Christoph Oelckers
db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00
Christoph Oelckers
2e9732ce79 - fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane. 2021-05-29 12:09:16 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
22be26bd2d - font system fixes. 2021-05-28 12:16:07 +02:00
Christoph Oelckers
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Rachael Alexanderson
fd97da05b7 - allow UNC search paths on Windows 2021-05-26 10:47:36 -04:00
Christoph Oelckers
4ff4fa643b - rewrote the default translation handling to be compatible with luminosity translations. 2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec - refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01 - use luminosity translations for single lump fonts and let them use their original palette. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2 - let hex fonts use the luminosity translations. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36 - redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
alexey.lysiuk
9382a62aa1 - continuous integration: disable zipdir output 2021-05-24 13:00:27 +03:00
alexey.lysiuk
5b86265de1 - continuous integration: download zmusic instead of building it 2021-05-24 13:00:13 +03:00
Christoph Oelckers
0b181c67b9 - don't skip lines when an empty one gets deleted. 2021-05-23 17:22:29 +02:00
Christoph Oelckers
f212421547 - don't let the triangulator choke on empty sectors. 2021-05-23 17:19:01 +02:00
Christoph Oelckers
a63873d243 - fixed 'pause' keybinding control was disabled in the menu. 2021-05-23 17:10:51 +02:00
Christoph Oelckers
8aed9063f8 - sector splitting hack for SW $bath.map. 2021-05-23 17:06:47 +02:00
Christoph Oelckers
572f45ca53 - delete lines in proper order when eliminating a pair.
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042 - PlayMusic script function. 2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
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.
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830 Fix off-by-one error in group search
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
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... :(
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.
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.
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'.
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.
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.
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