Christoph Oelckers
c6753a3fec
- tested and fixed game list loader.
2019-10-31 00:41:56 +01:00
Christoph Oelckers
2a7beeff69
- cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory.
2019-10-30 21:51:04 +01:00
hendricks266
dcba445f4e
SW: Fix file loading and init sequence
...
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
# source/duke3d/src/game.cpp
# source/sw/src/common.cpp
# source/sw/src/common_game.h
# source/sw/src/game.cpp
# source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
hendricks266
797c79d4a5
Move registry reading to engine
...
git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
hendricks266
9b21fe0c28
Move VDF parsing to engine
...
git-svn-id: https://svn.eduke32.com/eduke32@8267 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/common.h
# source/duke3d/src/common.cpp
2019-10-30 18:15:00 +01:00
Christoph Oelckers
f8203ac766
- fixed the compile errors and consolidated the key binding CCMDs.
2019-10-28 06:47:49 +01:00
Christoph Oelckers
e7f75cbf4d
WIP
2019-10-28 01:12:31 +01:00
Christoph Oelckers
c0d5ca8ab8
- Config work almost done.
...
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers
038c1ba4ba
- more CVARs.
2019-10-27 09:53:09 +01:00
Christoph Oelckers
4b5ec2aabb
- transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
...
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers
1e0d49f947
- game starts again.
2019-10-26 13:16:32 +02:00
Christoph Oelckers
1c29169492
-perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function.
2019-10-26 10:30:08 +02:00
Christoph Oelckers
0d878a8604
- some needed cleanup on the control code before testing can start.
2019-10-26 10:16:39 +02:00
Christoph Oelckers
5cf5c74695
- let kopenFileReader have a look into demolition.pk3 if nothing else is found.
...
This should help as long as the old resource management is still in place.
2019-10-25 02:01:52 +02:00
Christoph Oelckers
8730ce552b
- make things compile again.
...
Let's hope it still works...
2019-10-24 20:28:46 +02:00
nukeykt
e6f53f7c30
Resolve merge issues
...
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.sln
# platform/Windows/props/build_common.props
# source/audiolib/include/music.h
# source/blood/src/blood.cpp
# source/blood/src/gui.cpp
# source/blood/src/mapedit.cpp
# source/blood/src/sound.cpp
# source/build/include/vfs.h
# source/build/src/vfs.cpp
2019-10-24 19:48:11 +02:00
Christoph Oelckers
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Szilárd Biró
c419fae31b
Fix compiling without OpenGL
2019-10-23 18:37:56 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
...
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
d3c2d8e96f
- refactored file access in the movie player.
2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717
- refactoring of palette loader.
2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a
- refactored file access in RR frontend's sound code.
2019-10-20 21:56:13 +02:00
Christoph Oelckers
2be5727137
- refactored all file reading in the savegame code to the FileReader interface.
...
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f
- refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
...
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers
75205ca69c
- do not throw exceptions to exit without proper handling.
2019-10-20 11:28:16 +02:00
Christoph Oelckers
2316957026
- made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
...
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx
63713002b3
Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
...
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# libraries/enet/LICENSE
# libraries/enet/callbacks.c
# libraries/enet/compress.c
# libraries/enet/enet/callbacks.h
# libraries/enet/enet/enet.h
# libraries/enet/enet/list.h
# libraries/enet/enet/protocol.h
# libraries/enet/enet/time.h
# libraries/enet/enet/types.h
# libraries/enet/enet/unix.h
# libraries/enet/enet/utility.h
# libraries/enet/enet/win32.h
# libraries/enet/host.c
# libraries/enet/list.c
# libraries/enet/packet.c
# libraries/enet/peer.c
# libraries/enet/protocol.c
# libraries/enet/unix.c
# libraries/enet/win32.c
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# platform/Windows/eduke32.sln
# platform/Windows/eduke32.vcxproj
# source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx
8b43ed5777
Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
...
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/timer.cpp
# source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx
91fde580ce
Use nanosleep instead of usleep
...
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx
8e088f6659
Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
...
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx
c86af959b9
Add optional duration parameter to idle()
...
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
Christoph Oelckers
efcf447398
- moved newly added file to its proper place.
2019-10-20 07:51:35 +02:00
terminx
4dfae31900
Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
...
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
...
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
5fa879d5d1
- use texture clamping for skies, because these textures do not always wrap.
2019-10-19 19:29:59 +02:00
Christoph Oelckers
cd7bbe35a8
- removed all legacy fog code.
2019-10-19 15:52:46 +02:00
Christoph Oelckers
00630f728f
- fixed voxel rendering.
...
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers
dab7c43f7c
- fixed all compiler errors.
...
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
23265ad213
- rework of texture management for models
...
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
530a9944f7
- texture loader redone but not tested yet
...
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.
Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers
3da49ad20a
- safety commit: all relevant code for the texturing system has been moved to texcache.cpp.
2019-10-17 21:44:34 +02:00
Christoph Oelckers
bef8c9ae76
- hictinting cleanup.
...
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
1426ebec20
Moved hightile replacement data into the textures
...
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers
4f8e0dd936
- cleaned up a few copyright notices and unified licenses
2019-10-17 09:42:11 +02:00
Christoph Oelckers
0aa5db7969
- project rework to shorten compile times.
...
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers
64e116a4b1
- use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
...
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers
4dc69620b7
- cleanup
2019-10-15 23:56:29 +02:00
Christoph Oelckers
57c221644a
- transitioned all texture options of the def file
2019-10-15 23:38:01 +02:00
Christoph Oelckers
bb78db71bc
- tileDelete / tileSetDummy
2019-10-15 23:29:47 +02:00
Christoph Oelckers
9a52e8039c
- rerouted tileCreate and tileSetExternal calls.
2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98
- more updating and bug in UpdatePicSize fixed.
2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3
- first batch of adjustments to the new tile management.
...
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers
4b6f28e7c8
- hooked up the writable texture types.
2019-10-15 00:19:31 +02:00
Christoph Oelckers
039d948991
- update of new texture classes.
2019-10-14 23:11:01 +02:00
Christoph Oelckers
a6ba81939a
- reworked texture management, not yet active.
2019-10-12 22:49:46 +02:00
Christoph Oelckers
fbc22e0125
- sanitized walock.
...
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
3621aae3f0
- rerouted all write accesses to tilesiz and picsiz through a function interface.
...
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers
14b21bab7a
- merged playing_blood and bloodhack variables because they did the same thing.
...
The only difference was that bloodhack came from NBlood and playing_blood was added for unhandled differences between the backends of EDuke32 and NBlood.
2019-10-11 00:34:27 +02:00
Christoph Oelckers
fbc7e626e9
- removed the fullbright render pass, because this is better set up as a shader option.
...
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.
The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers
1407c18f8b
- cleaned out some remains of the non-indexed render path.
...
All of this will be redone in the backend.
2019-10-10 19:40:33 +02:00
Christoph Oelckers
46ffea94a4
- cleanup of gloadtile_art.
2019-10-10 19:30:05 +02:00
Christoph Oelckers
34b7759b7e
- removed the non-indexed parts of gloadtile_art.
...
This won't be needed anymore.
2019-10-10 19:25:03 +02:00
Christoph Oelckers
1fee7a5f01
- cleanup of texture creation code.
...
There were several mostly pointless options complicating all of this.
2019-10-10 00:07:45 +02:00
Christoph Oelckers
93f9303c62
- minor reorganization of tiles.
2019-10-08 19:46:39 +02:00
Christoph Oelckers
b1aaafb973
- abstracted uploadpalswap out of the game code.
...
This needs special setup on the renderer side that needs to be done in a more controlled fashion.
2019-10-06 19:47:31 +02:00
Christoph Oelckers
ef2de97077
- the harmless changes of the failed refactoring of the shader.
2019-10-06 19:32:35 +02:00
Christoph Oelckers
d1a7c4225d
- added a texture class for ART-format hightiles.
...
This allows to treat them like all other image formats.
2019-10-05 23:44:28 +02:00
Christoph Oelckers
0dfe99356d
- stripped most of the image processing code from kplib, because it's not needed anymore - and also not salvageable for any refactoring.
2019-10-05 22:32:32 +02:00
Christoph Oelckers
93ad83b380
- use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
...
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers
bedfc262c4
- added a FileReader wrapper for kopen4load.
...
Needed when transitioning the hightile loader to GZDoom's texture loader.
2019-10-05 17:30:23 +02:00
Christoph Oelckers
f99492d6d5
- removed OpenGL headers from non-backend files.
2019-10-05 13:57:26 +02:00
Christoph Oelckers
3c193bb243
- moved the animvpx shader to the backend code.
...
This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers
0ee80628a2
- moved documentation out of the Source folder and added surface shader sources.
2019-10-05 13:17:26 +02:00
Christoph Oelckers
b83349fe6b
- moved the surface shader to the backend and the shader source to the resource file.
2019-10-05 13:09:15 +02:00
Christoph Oelckers
bd4e4834e3
- moved the main shader and its entire uniform maintenance into the backend.
2019-10-05 12:28:08 +02:00
Christoph Oelckers
ae1e090716
- all non-shader related GL calls are gone from the main code base.
2019-10-04 21:13:04 +02:00
Christoph Oelckers
96c0c3197c
- abstracted away more OpenGL calls, in particular all matrix access.
2019-10-04 18:12:03 +02:00
nukeykt
528e7f8320
More meaningful names for build object struct members
2019-09-30 20:31:11 +02:00
nukeykt
61b4fae6e0
Simplify voxel rotation handling
...
# Conflicts:
# source/build/include/mdsprite.h
2019-09-30 20:31:09 +02:00
Christoph Oelckers
7fd395b5d7
- removed some legacy demo stuff from RedNukem backend.
2019-09-26 00:19:49 +02:00
Christoph Oelckers
d12563f644
- got rid of klzw and the legacy demo code along with it.
2019-09-25 23:12:29 +02:00
Christoph Oelckers
0261fef4a8
- removed some unused files.
2019-09-25 23:00:10 +02:00
Christoph Oelckers
18b1ca287e
- moved the platform specific files out of the Build folder, mainly to get them out of the way.
2019-09-25 22:43:06 +02:00
Christoph Oelckers
cd920299d0
- moved winbits.cpp to the platform folder and cleaned out unused parts.
2019-09-25 22:38:47 +02:00
Christoph Oelckers
330c80246e
- added ZDoom's FArgs class for easier command line checking.
2019-09-23 19:29:25 +02:00
nukeykt
895fb719d9
blooddemohack -> enginecompatibility_mode
2019-09-23 01:30:07 +02:00
Christoph Oelckers
2cbe211e7c
- transitioned project to CMake and deleted most of the old build system.
...
The EDuke32 and RedNukem frontends are working, Blood isn't yet.
Notes:
many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers
0d98e7f256
- put all Blood game code into a namespace.
2019-09-22 08:39:22 +02:00
Christoph Oelckers
55a879fcc0
- put EDuke frontend source into a namespace.
...
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers
30c47a8511
- include namespace file in all sources as the very first include.
2019-09-21 20:59:54 +02:00
Christoph Oelckers
5050716bc0
- removed most extern "C" from the rest of the code base.
2019-09-21 20:14:34 +02:00
Christoph Oelckers
a2b429ffe0
- removed unused declaration.
2019-09-21 13:16:02 +02:00
Christoph Oelckers
998ac01157
- manual merge of all NBlood changes that couldn't get cherry picked.
2019-09-21 13:02:17 +02:00
nukeykt
81f78c24b7
Implement rotate parameter for voxel definitions
...
# Conflicts:
# source/build/include/build.h
# source/build/include/mdsprite.h
# source/build/src/defs.cpp
2019-09-21 11:43:50 +02:00
nukeykt
68c7b8c402
Compile fix
...
# Conflicts:
# source/build/include/build.h
2019-09-21 10:38:26 +02:00
nukeykt
935084ae52
More hacks to emulate old clipping
...
# Conflicts:
# source/build/src/clip.cpp
2019-09-21 10:28:10 +02:00
nukeykt
107a630883
Add TROR rendering
...
# Conflicts:
# source/blood/src/mapedit.cpp
# source/build/include/editor.h
# source/build/include/polymer.h
# source/build/src/build.cpp
# source/build/src/polymer.cpp
2019-09-21 10:11:02 +02:00
nukeykt
1fe344d273
Free cstat bit 14
...
# Conflicts:
# source/blood/src/mapedit.cpp
# source/build/src/build.cpp
# source/build/src/engine.cpp
# source/duke3d/src/astub.cpp
2019-09-21 10:10:15 +02:00