Christoph Oelckers
8a92ecb70c
- some minor reordering of code to only have one call to credLogosDos.
2020-07-27 19:45:34 +02:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
dcd773ed9d
- removed some unused pieces of code.
2020-07-27 19:37:58 +02:00
Christoph Oelckers
4e3ad09d70
- merged 5 more headers into misc.h.
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These small header files are really counterproductive, file count has already gone down from 143 to 106.
2020-07-27 19:37:17 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
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- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
b804589f81
- implemented a proper cache for Blood's SEQs.
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Messing around in the file system cache should be a no-go, so now it's no longer done.
This also allows reenabling the byte swapping needed for Big Endian.
2020-07-27 19:28:54 +02:00
Christoph Oelckers
bbbd7fadbb
- merged several of Blood's smaller headers.
2020-07-27 19:17:13 +02:00
Christoph Oelckers
ab9854a215
- merged the 3 sound related headers in Blood.
2020-07-27 19:17:13 +02:00
Christoph Oelckers
dfda0c9cb2
- rewrote Blood's map loader to use FileReader directly instead of implementing its own wrapper around the lump cache.
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Also deleting a few other unused files.
2020-07-27 19:17:00 +02:00
Christoph Oelckers
aea6467d00
- call D_ProcessEvents in Blood's main loop.
2020-07-27 19:12:49 +02:00
Christoph Oelckers
be9094cb97
Silenced lots of warnings pointed out by XCode.
2020-07-23 17:02:59 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
1a0b388570
- removed a few tabledivide uses in the game modules
2020-07-14 14:08:59 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
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Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
e146e73345
- consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
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- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
nukeykt
b907791558
Blood: input code improvements
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Repairs interpolation issues introduced in 96c9ca657e
as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Christoph Oelckers
60b18c7ec9
- Blood: use the 2D drawer to clear the screen for 2D display.
2020-06-12 20:31:23 +02:00
Christoph Oelckers
fc466849ce
- disabled demos in blood.
2020-06-06 09:23:44 +02:00
Mitchell Richters
daa862240d
Blood: Amend how game pauses.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
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# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
MexMeRcUrY
142e611125
fixes #343
2020-05-22 17:35:01 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
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The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
ee11fba4e7
- cleaned out some software rendering-only palette code from Blood.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
57cb22f135
- console code matching with GZDoom
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Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
0ca4bbd0c4
- changed some menu related names to match GZDoom.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
ac32194079
- code cleanup / removal of imgui.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
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All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
a7caa7b63c
- fixed some reporting stuff for Blood.
2020-04-01 22:35:56 +02:00
nukeykt
348cecb644
Blood: revert change that broke demos
2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e
Blood: Tie player input to the frame rate instead of the game tickrate
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Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00
nukeykt
371b613ebe
Blood: reduce handleevents calls
2020-03-31 08:56:36 +02:00
Christoph Oelckers
de2c07aa6a
- revert all consolidation efforts between Duke and RR frontends.
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Too many problems with different code.
2020-03-18 08:24:31 +01:00
Christoph Oelckers
a5c2152530
- consolidated the dynamic tile handling for Duke and RR frontends
2020-03-06 17:12:38 +01:00
Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Christoph Oelckers
4c682813e7
- more unused data removed
2020-02-12 01:00:47 +01:00
Christoph Oelckers
9fdd1d9e17
- continued work on Blood save state
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* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
CommonLoon102
8d7d8cc930
Blood: Clear keys on new level, fixes #308
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# Conflicts:
# source/blood/src/player.h
2020-02-11 18:17:22 +01:00
NoOneBlood
e79a693313
Refactor of NOONE_EXTESNIONS:
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All functions and definitions was moved to nnexts.h and nnexts.cpp files
to minimize ifdefs and generally make code more clear
# Conflicts:
# GNUmakefile
# platform/Windows/nblood.vcxproj
# platform/Windows/nblood.vcxproj.filters
# platform/Windows/props/build_common.props
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/blood.cpp
# source/blood/src/db.cpp
# source/blood/src/eventq.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/loadsave.cpp
# source/blood/src/player.cpp
# source/blood/src/player.h
# source/blood/src/triggers.h
# source/blood/src/view.cpp
2020-02-07 22:23:33 +01:00
nukeykt
9cc4d9f432
Blood: workaround dudeInfo OOB issue
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# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/demo.cpp
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-02-06 18:47:26 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
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This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
6f3bbcba46
- fixed the demo setup for Blood.
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This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
NoOneBlood
0693b0efc8
- Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
...
and changes that was required to minimize their amount in code.
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/db.cpp
# source/blood/src/db.h
# source/blood/src/dude.h
# source/blood/src/gameutil.cpp
# source/blood/src/loadsave.cpp
# source/blood/src/player.h
# source/blood/src/sfx.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
Christoph Oelckers
8f41964f56
- fixed handling of statistics data.
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Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
bbc145cbee
- enabled the Blood RFS parser.
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Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
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The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00