Latest Raze Changes
Latest 50 commits, skipping 50
Unofficial development builds at DRD Team
20-Apr-2021 (Tuesday) at 14:41:04 EDT by Christoph Oelckers
- fixed a few parsing errors.
13-Apr-2021 (Tuesday) at 14:33:21 EDT by Christoph Oelckers
- palookup.
13-Apr-2021 (Tuesday) at 13:40:43 EDT by Christoph Oelckers
- parseNumAlphaTabs
13-Apr-2021 (Tuesday) at 13:22:28 EDT by Christoph Oelckers
- parseBlendTable
13-Apr-2021 (Tuesday) at 12:17:54 EDT by Christoph Oelckers
- several smaller texture (un)definition commands.
13-Apr-2021 (Tuesday) at 12:17:28 EDT by Christoph Oelckers
- tileimportfromtexture and copytile.
13-Apr-2021 (Tuesday) at 12:17:04 EDT by Christoph Oelckers
- parseArtFile.
13-Apr-2021 (Tuesday) at 12:16:34 EDT by Christoph Oelckers
- handle 2 dead .def commands.
13-Apr-2021 (Tuesday) at 12:15:56 EDT by Christoph Oelckers
- fixed NoFullbrightRange.
Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
20-Apr-2021 (Tuesday) at 14:00:47 EDT by Christoph Oelckers
- fixed: FileSystem.CreatePathlessCopy must set the copy to not have a full path.
Otherwise it may evade special lookup rules for music and not be found
13-Apr-2021 (Tuesday) at 12:15:12 EDT by Christoph Oelckers
- rffdefineid
20-Apr-2021 (Tuesday) at 13:37:32 EDT by Christoph Oelckers
- added another weird Build specialty: no vertical sprite offset flipping for face sprites.
Just... why...? :?
20-Apr-2021 (Tuesday) at 10:58:18 EDT by Christoph Oelckers
- fixed: wall sprites do not need NPOT emulation.
20-Apr-2021 (Tuesday) at 09:01:26 EDT by Christoph Oelckers
- generalized the special key handling for skipping cutscenes.
19-Apr-2021 (Monday) at 18:28:52 EDT by Christoph Oelckers
- flip backwards oriented wall sprites before submitting them to the render list.
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
20-Apr-2021 (Tuesday) at 07:33:42 EDT by Mitchell Richters
SW: Ensure all sprite angles are backed up in the ticker.
Fixes #326.
20-Apr-2021 (Tuesday) at 07:12:17 EDT by Mitchell Richters
gameinput.h: Remove precise bool from
horizsumfrac()
,look_anghalf()
andlooking_arc()
added in a4895cb270bff7edfd1f2c93f846c9b76f4e3573.It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate
look_ang
now, so lets just not.
20-Apr-2021 (Tuesday) at 06:07:20 EDT by Mitchell Richters
DSkippableScreenJob::OnEvent()
: Ensure previously ignored keys don't cause a screenjob to skip.Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
19-Apr-2021 (Monday) at 18:15:11 EDT by Christoph Oelckers
- do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
19-Apr-2021 (Monday) at 15:44:06 EDT by Christoph Oelckers
- this is version 1.0.3
19-Apr-2021 (Monday) at 15:39:44 EDT by Christoph Oelckers
- SW: the intro's sound may not be paused when the menu opens.
19-Apr-2021 (Monday) at 06:50:37 EDT by Mitchell Richters
Merge branch 'master' into newrenderer19-Apr-2021 (Monday) at 06:50:01 EDT by Mitchell Richters
- gameinput.cpp: Make
sethorizon()
,applylook()
andcalcviewpitch()
class functions ofPlayerHorizon
andPlayerAngle
where appropriate.
19-Apr-2021 (Monday) at 06:46:47 EDT by Christoph Oelckers
- delete the "New savegame" node before starting work on the savegame.
This caused an off-by-one issue in the displayed list.
19-Apr-2021 (Monday) at 06:23:22 EDT by Mitchell Richters
- Exhumed: Make
SB_CENTERVIEW
work properly whencl_syncinput 1
is set.
19-Apr-2021 (Monday) at 05:32:42 EDT by Mitchell Richters
Duke: Fix bad vehicle speed clamp change from e79c6bacd34ba5308523d895b34e37205584d2fb.
Fixes #325.
🤦
17-Apr-2021 (Saturday) at 20:05:10 EDT by Mitchell Richters
Merge branch 'master' into newrenderer17-Apr-2021 (Saturday) at 20:04:17 EDT by Mitchell Richters
- Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower.
17-Apr-2021 (Saturday) at 17:59:10 EDT by Christoph Oelckers
- RFS compatibility with GDX: The outermost path component can be left out.
17-Apr-2021 (Saturday) at 17:52:45 EDT by Christoph Oelckers
- allow specifying a .def file in GAMEINFO.
This will be loaded on top of the regular .def files and not replace them.
17-Apr-2021 (Saturday) at 17:43:16 EDT by Christoph Oelckers
- fixed: the fullscreen color blends did not set their command's screenFade member.
Since this remained 0, those blends lost their color.
17-Apr-2021 (Saturday) at 12:47:15 EDT by Christoph Oelckers
- fixed Clang compilation error.
17-Apr-2021 (Saturday) at 12:32:40 EDT by Christoph Oelckers
- portal rendering fix when viewing through two-sided walls outside the actual portal area.
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
17-Apr-2021 (Saturday) at 11:21:02 EDT by Christoph Oelckers
- fixed typo.
17-Apr-2021 (Saturday) at 11:06:57 EDT by Christoph Oelckers
- language update.
17-Apr-2021 (Saturday) at 07:43:49 EDT by Christoph Oelckers
- added menu option for mirror effect.
17-Apr-2021 (Saturday) at 07:33:23 EDT by Christoph Oelckers
- this is version 1.0.2.
17-Apr-2021 (Saturday) at 07:22:30 EDT by Christoph Oelckers
Merge branch 'master' into newrenderer#Conflicts:
- #
- source/games/exhumed/src/2d.cpp
17-Apr-2021 (Saturday) at 07:11:02 EDT by Christoph Oelckers
- added a fallback generic record for identifying Blood.rff based on content.
This is for loading mods that have been set up to require running BARF before they can be used. Strict CRC identification does not work for these.
17-Apr-2021 (Saturday) at 06:40:23 EDT by Christoph Oelckers
- made the tile size getters a bit more robust.
They should not crash on invalid sprites.
17-Apr-2021 (Saturday) at 06:05:37 EDT by Christoph Oelckers
- gave key 7 a proper spawn record using the blue outline as image.
A proper definition here is needed to allow dropping this item. The original code had a picnum of -1 here which caused crashes.
17-Apr-2021 (Saturday) at 04:34:12 EDT by Christoph Oelckers
- more char removal - mostly weapon.cpp
17-Apr-2021 (Saturday) at 04:22:00 EDT by Christoph Oelckers
- made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts. This wasn't serious but created a lot of casting noise.
17-Apr-2021 (Saturday) at 04:14:03 EDT by Christoph Oelckers
- Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
17-Apr-2021 (Saturday) at 04:12:40 EDT by Christoph Oelckers
- Blood: gave FXDATA meaningful member names
17-Apr-2021 (Saturday) at 03:37:38 EDT by Christoph Oelckers
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes. Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
16-Apr-2021 (Friday) at 18:16:18 EDT by Christoph Oelckers
- fixed screen job fadeout.
16-Apr-2021 (Friday) at 18:01:28 EDT by Christoph Oelckers
- fixed Exhumed laptop cutscene.
16-Apr-2021 (Friday) at 17:29:53 EDT by Christoph Oelckers
- added a 'Start' method to DScreenJob.
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
16-Apr-2021 (Friday) at 16:40:21 EDT by Christoph Oelckers
- now that everything is fixed, the map in Exhumed can be initiated from the console.