Christoph Oelckers
f1babcee95
- more header cleanup.
2020-07-06 16:24:22 +02:00
Christoph Oelckers
a4879fb338
- draw all overlay elements on the game screen.
2020-07-06 15:52:09 +02:00
Christoph Oelckers
e272245537
- fixing some HUD stuff.
2020-07-06 15:48:51 +02:00
Christoph Oelckers
928620ab91
- why was this missed?
2020-07-06 13:27:56 +02:00
Christoph Oelckers
f2380f8829
- constant cleanup.
2020-07-06 13:26:26 +02:00
Christoph Oelckers
5d93e946c2
- moved all prediction code into a separate (inactive) source file.
2020-07-06 11:39:39 +02:00
Christoph Oelckers
f4e763e252
- input code cleanup.
...
The input queues are mostly abstracted now and some EDuke specific handling that isn't needed anymore was removed.
2020-07-06 10:34:31 +02:00
Christoph Oelckers
9300c0bdeb
- stripped down the main menu loop to the minimum needed to be able to run it.
2020-07-06 08:55:56 +02:00
Christoph Oelckers
736a52f7b2
- startrts and domovethings.
2020-07-06 03:00:52 +02:00
Christoph Oelckers
827672a775
- moveclouds.
2020-07-06 02:05:31 +02:00
Christoph Oelckers
25bff01c70
- cleanup.
2020-07-06 00:54:06 +02:00
Christoph Oelckers
c6b619214f
- cleanup of viewborder code.
...
The view border will now only be rendered in one place - inside displayrooms. None of the 2D content still depends on what it is set to.
2020-07-06 00:15:22 +02:00
Christoph Oelckers
021799573e
- fixed sprite animations.
2020-07-05 23:22:35 +02:00
Christoph Oelckers
7bd2b33e39
- fixed centering of RR big text.
2020-07-05 21:40:51 +02:00
Christoph Oelckers
90d5d7ba75
. ugh.
2020-07-05 21:24:55 +02:00
Christoph Oelckers
cfe1e531c5
- activated the newly added render code and deleted the old one.
2020-07-05 21:21:39 +02:00
Christoph Oelckers
7ead48b9d9
- safety commit for displayrooms.
2020-07-05 16:49:00 +02:00
Christoph Oelckers
53f36e5c40
- fixed P_GetInput to work with the changed backend.
2020-07-05 12:26:00 +02:00
Christoph Oelckers
8a1206edbc
Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2
2020-07-05 11:55:41 +02:00
Christoph Oelckers
c08b8dc17b
- camera display fix.
...
This is one fucked up mess of code.
2020-07-05 11:54:50 +02:00
Christoph Oelckers
2e78c08856
- fixed palette transparency checks
2020-07-05 10:15:55 +02:00
Mitchell Richters
dae1506182
- change std::max()
to std::min()
in glbackend.h. Fixes issue in coelckers/Raze#83 .
2020-07-05 09:05:19 +02:00
Christoph Oelckers
2b61b44188
- remove unused variable.
2020-07-05 08:58:13 +02:00
Mitchell Richters
30300bf3b2
- allow shade in glbackend.h to accept negative values, but still at a max of numshades-1.
...
* This fixes some issues with distance lighting issues in Duke3D as reported at https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158417 .
2020-07-05 08:57:21 +02:00
Christoph Oelckers
2105af8096
- deleted some garbage.
2020-07-05 00:39:34 +02:00
Christoph Oelckers
390afc9490
- SE150 for RRRA.
...
It's the same as original SE40. What kind of mess whas done here in Eduke?
2020-07-05 00:16:59 +02:00
Christoph Oelckers
1657d90ca9
- ror.cpp
2020-07-04 23:40:54 +02:00
Christoph Oelckers
119b9f5d02
- SE40
...
Not testable because no working map uses it.
2020-07-04 23:40:14 +02:00
Christoph Oelckers
78f88e460e
- G_DoThirdPerson replaced by the original 'view'.
2020-07-04 22:44:33 +02:00
Christoph Oelckers
2fba557a3d
- fixed menu loop
2020-07-04 22:30:18 +02:00
Christoph Oelckers
2c494245ad
- cheat list fixed.
2020-07-04 22:03:22 +02:00
Christoph Oelckers
7688390b2d
- I hate it when MSVC doesn't recompile altered files... :(
2020-07-04 21:50:16 +02:00
Christoph Oelckers
7872b701ce
- CCMD cleanup.
2020-07-04 21:36:27 +02:00
Mitchell Richters
c70cc474a0
- change mouse input from int to float and adjust games accordingly.
...
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Mitchell Richters
bb57590d34
- add gl_texture
CVAR to glbackend à la GZDoom.
...
* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc.
* Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
2020-07-04 18:26:11 +02:00
Mitchell Richters
25c5b76f91
- make SDL mouse scaling match that of Windows for consistency.
2020-07-04 18:25:13 +02:00
Christoph Oelckers
39185300e7
- reimplemented cheats based on ZDoom's cheat parser.
2020-07-04 15:51:02 +02:00
Christoph Oelckers
dbd3202433
- simplified the generic cheat code.
...
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers
c9d3a383a4
more
2020-07-04 00:32:09 +02:00
Christoph Oelckers
f5d363d914
- cleaned out demo code.
2020-07-04 00:12:24 +02:00
Christoph Oelckers
d13b2dc130
- got rid of the dynamic tilemap.
...
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
f1a2836877
- it continues.
...
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
d6e021a63d
- statistics output
2020-07-03 21:44:57 +02:00
Christoph Oelckers
a3a8286857
- cleanup
2020-07-03 20:17:24 +02:00
Christoph Oelckers
1e24c4a22c
- vscrn, aka updateviewport.
...
Just a temporary patch - this function won't work with the new status bar.
2020-07-03 16:59:53 +02:00
Christoph Oelckers
7f96d182b7
- palette stuff, input functions corrected.
2020-07-03 16:17:37 +02:00
Mitchell Richters
bbacc9e816
- factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
...
* Changes performed in 0bd460d9e3
didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379
or d80a32d379
, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
4fbd476b17
- refactored all text output to use DrawText.
...
No more screentext mess.
2020-07-03 10:53:35 +02:00
Christoph Oelckers
691643b035
- fix DTA_KeepRatio for fullscreen scaling.
2020-07-03 10:53:02 +02:00
Christoph Oelckers
5144e8c355
- ported the 'entering level' screen.
2020-07-03 09:59:24 +02:00