Latest Raze Changes

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Unofficial development builds at DRD Team

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20-Apr-2021 (Tuesday) at 14:41:04 EDT by Christoph Oelckers
Commit 6fb09f36c
Parents: aaad54672

  • fixed a few parsing errors.

13-Apr-2021 (Tuesday) at 14:33:21 EDT by Christoph Oelckers
Commit aaad54672
Parents: bb119fa92

  • palookup.

13-Apr-2021 (Tuesday) at 13:40:43 EDT by Christoph Oelckers
Commit bb119fa92
Parents: 82a0b0502

  • parseNumAlphaTabs

13-Apr-2021 (Tuesday) at 13:22:28 EDT by Christoph Oelckers
Commit 82a0b0502
Parents: 01f93f4cc

  • parseBlendTable

13-Apr-2021 (Tuesday) at 12:17:54 EDT by Christoph Oelckers
Commit 01f93f4cc
Parents: 8c5a9c23c

  • several smaller texture (un)definition commands.

13-Apr-2021 (Tuesday) at 12:17:28 EDT by Christoph Oelckers
Commit 8c5a9c23c
Parents: 97637e4d2

  • tileimportfromtexture and copytile.

13-Apr-2021 (Tuesday) at 12:17:04 EDT by Christoph Oelckers
Commit 97637e4d2
Parents: 2761ced67

  • parseArtFile.

13-Apr-2021 (Tuesday) at 12:16:34 EDT by Christoph Oelckers
Commit 2761ced67
Parents: afb2cd3b8

  • handle 2 dead .def commands.

13-Apr-2021 (Tuesday) at 12:15:56 EDT by Christoph Oelckers
Commit afb2cd3b8
Parents: 40a632a2a

  • 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
Commit 588fa5ffe
Parents: 9e40e49c2

  • 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
Commit 40a632a2a
Parents: 643b969df

  • rffdefineid

20-Apr-2021 (Tuesday) at 13:37:32 EDT by Christoph Oelckers
Commit 643b969df
Parents: be20b6a83

  • 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
Commit be20b6a83
Parents: d078b511b

  • fixed: wall sprites do not need NPOT emulation.

20-Apr-2021 (Tuesday) at 09:01:26 EDT by Christoph Oelckers
Commit 9e40e49c2
Parents: 0c5729b0f

  • generalized the special key handling for skipping cutscenes.

19-Apr-2021 (Monday) at 18:28:52 EDT by Christoph Oelckers
Commit d078b511b
Parents: d34070b8a

  • 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
Commit 0c5729b0f
Parents: 321bfe86f

  • 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
Commit d34070b8a
Parents: ccdf9d13f

  • gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_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
Commit 321bfe86f
Parents: a919e526e

  • 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
Commit ccdf9d13f
Parents: 2f696e1a9

  • 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
Commit e72d6e3df (tag: 1.0.3, 1.0.3_branch)
Parents: a919e526e

  • this is version 1.0.3

19-Apr-2021 (Monday) at 15:39:44 EDT by Christoph Oelckers
Commit a919e526e
Parents: c8e466c99

  • 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 newrenderer

19-Apr-2021 (Monday) at 06:50:01 EDT by Mitchell Richters
Commit de06030ea
Parents: 171d54111

  • gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate.

19-Apr-2021 (Monday) at 06:46:47 EDT by Christoph Oelckers
Commit c8e466c99
Parents: 1daa346fd

  • 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
Commit 1daa346fd
Parents: 4eaf05d95

  • Exhumed: Make SB_CENTERVIEW work properly when cl_syncinput 1 is set.

19-Apr-2021 (Monday) at 05:32:42 EDT by Mitchell Richters
Commit 4eaf05d95
Parents: 3961fcc28

  • 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 newrenderer

17-Apr-2021 (Saturday) at 20:04:17 EDT by Mitchell Richters
Commit 3961fcc28
Parents: eb912604d

  • 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
Commit eb912604d
Parents: 27ca71a6e

  • RFS compatibility with GDX: The outermost path component can be left out.

17-Apr-2021 (Saturday) at 17:52:45 EDT by Christoph Oelckers
Commit 27ca71a6e
Parents: 3906d5cfb

  • 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
Commit 3906d5cfb
Parents: d5dc8230d

  • 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
Commit eff7d6674
Parents: cdf89b917

  • fixed Clang compilation error.

17-Apr-2021 (Saturday) at 12:32:40 EDT by Christoph Oelckers
Commit cdf89b917
Parents: e89761d2d

  • 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
Commit d5dc8230d
Parents: 80c67cda0

  • fixed typo.

17-Apr-2021 (Saturday) at 11:06:57 EDT by Christoph Oelckers
Commit 80c67cda0
Parents: 53cd8958a

  • language update.

17-Apr-2021 (Saturday) at 07:43:49 EDT by Christoph Oelckers
Commit e89761d2d
Parents: 82194bbf6

  • added menu option for mirror effect.

17-Apr-2021 (Saturday) at 07:33:23 EDT by Christoph Oelckers
Commit c19aae601 (tag: 1.0.2, 1.0.2_branch)
Parents: 53cd8958a

  • 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
Commit 53cd8958a
Parents: cd58b1d05

  • 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
Commit cd58b1d05
Parents: d2c9b5979

  • 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
Commit d2c9b5979
Parents: 0cdb7a53c

  • 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
Commit 0cdb7a53c
Parents: 9828b0228

  • more char removal - mostly weapon.cpp

17-Apr-2021 (Saturday) at 04:22:00 EDT by Christoph Oelckers
Commit 9828b0228
Parents: ada28d8d0

  • 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
Commit ada28d8d0
Parents: 839547a9f

  • 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
Commit 839547a9f
Parents: 42b87362e

  • Blood: gave FXDATA meaningful member names

17-Apr-2021 (Saturday) at 03:37:38 EDT by Christoph Oelckers
Commit 42b87362e
Parents: 962e313eb

  • 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
Commit 962e313eb
Parents: 091a9b7fe

  • fixed screen job fadeout.

16-Apr-2021 (Friday) at 18:01:28 EDT by Christoph Oelckers
Commit 091a9b7fe
Parents: 2b9a527ab

  • fixed Exhumed laptop cutscene.

16-Apr-2021 (Friday) at 17:29:53 EDT by Christoph Oelckers
Commit 2b9a527ab
Parents: 49e07a47c

  • 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
Commit 49e07a47c
Parents: 584e4bfb4

  • now that everything is fixed, the map in Exhumed can be initiated from the console.

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