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Raze 0.9.0 beta

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@coelckers coelckers released this 28 Feb 22:13
· 8030 commits to master since this release
  • RR: Fixed meters on statusbar.
  • SW: fixed saving of open doors.
  • block Escape to toggle the console while AppActive is false.
  • use real fog, even in palette emulation mode. Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
  • use local screen size variables in automap code.
  • Exhumed: Set opos for all dynamically spawned sprites. This was causing interpolation glitches.
  • SW: fixed crash with credits screen and CD tracks missing.
  • fixed stale pointer access in Unix version of D_AddFile.
  • Duke: fixed SE21 handler. This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
  • port over -noautoexec that I did from GZDoom
  • Exhumed: Replace original chasecam code with calcChaseCamPos() within game.
  • Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
  • All Games: Migrate each game's clock counter to backend solution.
  • fixed autoaim check and adjusted presentation in the menu to be correct for all games.
  • added protection against oversized menu caption bars. SWC20 is a mod that contains a caption that is larger then the entire screen and was pushing the actual menu content out of it.
  • fixed: F2DDrawer::AddPoly was missing a texture validation check. This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
  • removed unused 'updatesectorexclude' function.
  • Duke: Slightly tune texty in FullscreenHUD1() to line it up perfectly.
  • Duke: Calculate the true font height of the numbers for alignment in the Statusbar. The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
  • fix inventory selector positioning in WW2GI.
  • WW2GI: fixed event numbering. There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
  • Exhumed: Fixed key offsets.
  • Exhumed: Ensure ox/oy/oz sprite positions are set when warping to coordinates.
  • Exhumed: Tune x offset alignment in DrawStatusAnims() following changes in 220283d.
  • fixed hires lookup for tiles using special palettes. In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
  • Duke: Repair jumping zvel issue originating from 5e45f98 for Duke and 1c5c90d for RR.
  • SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
  • check for invalid tiles being passed to the 2D renderer.
  • removed bad 'pos' setup in PreDrawStackedWater This was a) supposed to set 'opos' not 'pos' and is b) redundant because here both Users point to the same sprite.
  • Exhumed: restored old static switch array. There's side effects in here that broke the door logic and made doors automatically open sometimes.
  • RR: fixed player input for diving.
  • 21:9 improvements
  • Exhumed: Refined sector movement code so that pickups get always moved even when not touching the floor.
  • Exhumed: fixed wall scrollers.
  • Exhumed: changed MoveSectorSprites so it only moves sprites that actually stand on the sector's floor.
  • Exhumed: fixed camera position interpolation.
  • Exhumed: fixed scrolling floor/ceilings.
  • Blood: Avoid integer truncation when updating player's sprite angle with actual angle of player.
  • Build: Extend spritetype struct with interpolation variables and numerous methods to do with pos, angle and interpolation of such.
  • Exhumed: Update inita in UpdatePlayerSpriteAngle(), allowing the removal of forced synchronised input while using the chase cam.
  • Exhumed: Fix player panning when walking up/down steps while horizon is 0.
  • Exhumed: added interpolation for all relevant elements.
  • moved setsectinterpolate/clearsectinterpolate into the backend.
  • Blood: Fix glitched akimbo shotguns by removing code that needed to go with 182b802.
  • Duke: Back up sprite's angle in ticker and interpolate in gi->GetInput() if !SyncInput(). Sprite angle now works properly with cl_syncinput 1.
  • Duke: Ensure an uninterpolated angle is sent to DrawOverheadMap() if playing with unsynchronised input.
  • Duke: Revert backing up of sprite's ang to tempang from be12da6 and subsequent interpolation of sprite's ang in 21da658 and directly update the sprite's angle in gi->GetInput() like the other games.
  • Remove hw_detailmapping and hw_glowmapping since they're no longer relevant with GZDoom's backend (they're always in an on state).
  • Duke (RR): Also fix location of p->apply_seasick() in the ticker as well.
  • Duke: Within gi->GetInput() , call p->apply_seasick() after applylook() as per the original code, and call unconditionally since its guarded as to whether it runs or not internally. Original spot only had it called if on a vehicle which wasn't right.
  • Duke (RR): Fix braking on vehicles which never got picked up.
  • Duke: Remove newOwner check from cef1f82 & cb93560 that were just cancelling out each other, and clean up 2x if (p->newOwner != nullptr) checks into one.
  • Duke: Backport EDuke32 commits b1e3f3bcf9c5214ae835d09e12cc41bac4f057ce & 4c4fdd1f4ab9381b60db06f37ec270850599e1ae in relation to swinging doors.
  • Duke: Fix flashing vehicle HUD when cl_syncinput 1 is set.
  • Duke: Backport EDuke32 commit ac64e11553344084753cdd75abd898ec2c725a16 to fix buggy swinging doors, most apparent on E4L1.
  • Automap: Put in framework to interpolate automap player.
  • Blood: Move synchronised input call to doslopetilting() above call to resetForcedSyncInput().
  • Blood: Migrate game's slopetilting code to calcviewpitch().
  • Blood: Don't use cl_viewbob to control bobbing overall, only cl_viewhbob and cl_viewvbob as exposed via the menus.
  • Duke/RR: Expose cl_slopetilting via the menu.
  • Exhumed: Don't clear localInput when copying to backend packet. Exhumed works differently...
  • Duke: Comment out unused enum values but leave behind for reference purposes.
  • InputState::ClearAllInput(): Call resetTurnHeldAmt() when clearing input.
  • Duke: Remove local calculation of turboturntime for RRRA vehicles in lieu of backend solution.
  • gameinput.cpp: Break out processMovement()'s turnheldamt calculations into functions.
  • calcviewpitch(): Set scaleAdjust to default to 1 in prototype like other functions in gameinput.cpp.
  • calcviewpitch(): Fix issue with returning horizoff to 0 from negative slope.
  • Duke/SW: Consolidate each game's slopetilting function into backend solution.
  • Duke: Store velocity scale in motoApplyTurn() as a variable like boatApplyTurn().
  • Blood: Fix negative priority event processing
  • Blood: Fix wrong sector path marker stat lookup
  • downgrade overflow message to a debug warning.
  • detection of alternative Twin Dragon GRP.
  • Duke: Fix camera horizon when viewing the screen from in-game.
  • Return to center using tangent of pitch, as per original games (Duke/SW).
  • Exhumed: Made some adjustments to the status bar for original center alignment.
  • Duke: use the same camera sprite selection logic as EDuke32 and RedNukem. This is the only one that makes some sense.
  • Exhumed: The global variable holding the Ramses sprite index was not stored in a savegame. As a result it could result in the player facing an incorrect direction if this variable had not been set in a previous session.
  • Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
  • explicitly disable mipmapping for indexed textures.
  • Exhumed: only run the level init code after loading a save, not after saving.
  • SW: fixed positioning of the inventory bar.
  • Blood: only set 'isrunning' when the player is actually running and not when just the run key is held down. The old logic does not work because the run toggle results in this button being continuously held down.
  • fixed: the statistics display didn't take the HUD's scale factor into account.
  • RR: fixed inventory display overlapping the weapon bar in status bar mode.
  • Blood: fixed double inventory display on overlay status bar.
  • fixed: the file system's entry count was not updated before rehashing. This broke Blood's RFS parser.
  • SW: fixed bad sector iterator causing crashes in DriveCrush.
  • Exhumed: Torch bouncing fix