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8790 385d 8h hendricks266 /source/duke3d/src/screens.cpp Implement WT episode 5 ending  
8789 385d 8h hendricks266 /source/duke3d/src/screens.cpp Implement WT's widescreen tiles  
8716 402d 16h terminx /source/duke3d/src/screens.cpp Move FPS limiter to engine and rework functionality (again)  
8653 414d 9h hendricks266 /source/duke3d/src/screens.cpp screentext: Move ROTATESPRITE_FULL16 handling out of critical path  
8650 414d 9h hendricks266 /source/duke3d/src/screens.cpp Move screentext to engine  
8569 445d 5h terminx /source/duke3d/src/screens.cpp Rename EDUKE32_SIMPLE_MENU to EDUKE32_RETAIL_MENU  
8360 500d 11h hendricks266 /source/duke3d/src/screens.cpp Re-add r_usetileshades

This reverts most of r7420.

Menus are unchanged. This setting should be left to cvars.

This is only a kill switch for the feature. This does not re-add the non-default former mode 1, which requires additional code complexity. See r4459 for more discussion of the difference between modes.
 
8204 546d 17h terminx /source/duke3d/src/screens.cpp cache1d rework

This turns cache1d into a reusable class that can be used to implement multiple caches for different types of data. Also adds a "cacheinfo" console command that prints out some statistics about the cache.
 
8201 546d 17h terminx /source/duke3d/src/screens.cpp Better cache1d enums plus some general cache1d maintenance

Renamed variables, added usage of said enums, etc.
 
8178 546d 17h terminx /source/duke3d/src/screens.cpp Remove limit of MAXCACHEOBJECTS in favor of dynamic allocation/expansion of the cache index

Somewhat based on a patch from Doom64hunter.
 
8140 546d 17h terminx /source/duke3d/src/screens.cpp G_HandleAsync() -> gameHandleEvents()  
8050 600d 3h pogokeen /source/duke3d/src/screens.cpp Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
 
8016 612d 12h hendricks266 /source/duke3d/src/screens.cpp Don't clobber E1L8 for user maps  
7989 613d 14h hendricks266 /source/duke3d/src/screens.cpp Disable drawing sprite arrows and borders in the automap in FURY mode  
7894 619d 21h hendricks266 /source/duke3d/src/screens.cpp Add I_GeneralTrigger as a combination of Advance and Return and use it for skipping screens so that Esc works.  
7876 623d 14h terminx /source/duke3d/src/screens.cpp Replace runtime pow2 calculations with pow2char LUT usage

I don't know that this is any faster, but there's something to be said for standardization and consistency. I will be making most of this stuff use bitmap_set/test/clear() soon.
 
7872 626d 10h terminx /source/duke3d/src/screens.cpp Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()  
7855 626d 10h terminx /source/duke3d/src/screens.cpp Switch fadepal() and fadepaltile() over to using I_CheckAllInput()/I_ClearAllInput() instead of checking for the spacebar exclusively  
7808 639d 15h terminx /source/duke3d/src/screens.cpp Rename IONMAIDEN -> FURY  
7799 642d 7h hendricks266 /source/duke3d/src/screens.cpp Use std::numeric_limits instead of float.h  

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