Commit graph

16 commits

Author SHA1 Message Date
Antonio Martinez
7b39fc4b7e "Staffsync" command to test staff ghost playback 2025-08-19 18:52:13 -04:00
Eidolon
e4fc3cc5c2 Fix conditionals on rendermode to allow for more modes 2025-03-12 21:50:37 -05:00
Eidolon
cb7f437e60 Merge public master 2025-02-13 15:48:11 -06:00
Eidolon
a4d304a1f5 Update copyright years to 2025 2025-02-13 15:32:26 -06:00
Eidolon
dae2e8ba17 rhi: Remove GraphicsContext
I've come to the conclusion that some aspects of RHI are overengineered
to suit a future where we would theoretically support Vulkan with
minimal implementation effort. In an effort of architectural astronaut
engineering this has had the consequence of making much of the code
interacting with RHI significantly more complex.

The GraphicsContext was originally an opaque object to wrap and
contextualize operations that would eventually be inserted into a Vulkan
CommandBuffer for dispatch. In practice, for the GL backend, this does
nothing but introduce another pointer to pass around across all RHI
code, when it had already been previously accepted that the idea of
recording multiple GraphicsContexts at the same time was infeasible.

Thus, I'm choosing to excise GraphicsContext entirely. This doesn't do
much except remove passing around the context object. This is one of
many changes I would like to make that would simplify RHI-related code
and defer the complexity to the hypothetical future. Vulkan can come at
a later date, and we can solve the problems of Vulkan then. Right now, I
am actually more concerned for supporting a d3d9 renderer to shore up
that Intel 945GM laptop GPU support gap we currently have.
2024-10-30 09:08:04 -05:00
toaster
b8c67dcc9e Copyright update: Recieved notice of legal name change
(which is formal speak for I got back in contact with an old friend :D )
2024-04-03 20:44:19 +01:00
toaster
224deed01d More copyright updates
- TehRealSalt and Lat` are currently preoccupied, so handle their credits
- Correct some accidential copypastes of existing boilerplate into new files
- Add a handful more of mine
- Consistency for Kaito Sinclaire's online handle
2024-04-02 22:14:49 +01:00
toaster
7f6de407f1 Copyright update: Add Kart Krew (2024) in general for high-traffic inherited sourcefiles 2024-04-02 17:42:38 +01:00
James R
7abe285f84 Refactor: replace references to cv_timescale with I_GetTimeScale 2024-03-18 02:42:21 -07:00
James R
3be8a72155 Update button states during wipes
- All inputs create input events that get stored in a very
  small buffer
- Normally, the game listens for some inputs and then
  immediately processes them and updates the button state
  in-game
- However, during wipes the processing step would not
  happen and it would just let the events pile up
- Because the buffer is small though, it would quickly
  fill up and lose some events
- This would lead to button states getting stuck on some
  controllers if you released a button during a wipe
  - If you spun an analog stick around, this would cause
    it to happen more frequently, because there is a new
    event for every slight change of an analog stick's
    position
2024-03-03 17:48:11 -08:00
James R
dd85f2968f Revert "HACK: Lift all inputs when wipes execute"
This reverts commit b7892fd5d1.
2024-03-03 17:48:11 -08:00
Eidolon
02e56a304e Reset all gamekeydown arrays for all devices 2024-01-11 22:04:13 -06:00
AJ Martinez
b7892fd5d1 HACK: Lift all inputs when wipes execute 2023-10-27 22:37:56 -07:00
James R.
37dc1189bb srb2::hwr2::BlitRectPass::set_output: set x/y as well 2023-09-30 16:38:56 -07:00
Eidolon
78ccaf361b hwr2: upscale chosen resolution to desktop res 2023-09-01 15:30:04 -05:00
Eidolon
6f580606cd hwr2: Remove pass infrastructure
It's not worth trying to force the engine to conform to deferred
drawing.
2023-09-01 15:30:04 -05:00
Renamed from src/f_wipe.c (Browse further)