Commit graph

20 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
e61ab4cbe2 Expose OF_Transient to actors as bNoSaveGame 2023-09-14 16:28:23 +02:00
Christoph Oelckers
ebb71cebf1 - put the entire filesystem code into a namespace and created some subdirectories. 2023-08-22 22:54:54 +02:00
Christoph Oelckers
2671394961 - only use standard types in WriteZip's API. 2023-08-22 21:49:55 +02:00
Christoph Oelckers
2524ea6b0e - moved linked textures from file system to texture manager. 2023-08-22 21:49:54 +02:00
Christoph Oelckers
81fb9a26b2 - backend update from Raze.
* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.
2023-07-22 09:55:49 +02:00
0e5c6e37b1 Prevent important messages from being accidentally filtered. 2023-01-04 17:54:09 +01:00
Christoph Oelckers
65a26d6779 - removed the string constructors from FSoundID.
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
b89c4affae - removed the string assignment operators.
These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c - handle all remaining places of sound ID conversions after removing the conversion operators. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2 - migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
ef887403cf - marked a few Printf calls in critical error paths as PRINT_NONOTIFY. 2022-10-20 23:55:29 +02:00
Christoph Oelckers
e60e6967c0 - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
Christoph Oelckers
1c517d19fa - Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
Christoph Oelckers
b5294e9e90 - backend update from Raze. 2021-08-31 07:59:37 +02:00
Christoph Oelckers
96ceb11af0 - various engine updates from Raze.
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
2020-09-27 10:17:58 +02:00
Christoph Oelckers
668ebd9be1 - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 20:36:10 +02:00
Christoph Oelckers
d71ef66957 - fixes copied from Raze. 2020-04-29 23:58:50 +02:00
Christoph Oelckers
9099bc8420 - reworking some lower level texture code. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
ef8b4c7d5e - put the state pointer serializer in a virtual function so that types.cpp can operate without any knowledge of Doom states. 2020-04-11 20:20:54 +02:00
Christoph Oelckers
f6bd2e4f76 - moved serializer to 'common'. 2020-04-11 20:20:54 +02:00
Renamed from src/serializer.cpp (Browse further)