Phillip Stephens
ec9e0bfc0f
Implement FlatDraw/DrawFlat calls, add CRandom16 seed value display
2022-07-02 16:16:33 -07:00
Luke Street
929bb65417
Rework particle token descriptions
2022-03-10 18:56:55 -05:00
Luke Street
cd963c4a5c
Reimplement CSkinRules/CSkinnedModel; skinning kinda works!
2022-03-10 01:33:17 -05:00
Luke Street
832eb180bd
Begin transitioning to new CModel/CCubeModel & friends
2022-02-25 02:45:25 -05:00
Phillip Stephens
ad272f7468
More refactoring, decouple tweaks from hecl
2022-02-21 08:01:05 -08:00
Phillip Stephens
f795332d89
Merge pull request #388 from henriquegemignani/feature/optick
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Using optick, linked from boo
2021-04-18 17:31:29 -07:00
Henrique Gemignani Passos Lima
d6f19d26e7
Using optick, linked from boo
2021-04-10 09:21:34 -04:00
Phillip Stephens
9bae2f943e
Rename everything
2021-04-10 01:42:06 -07:00
Lioncash
554893ef85
RuntimeCommonB: Make use of bitfield initializers where applicable
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Given that we now target C++20, we can make use of bitfield initializers
where applicable.
2020-04-20 15:57:25 -04:00
Lioncash
ff123f7820
General: Make use of static_cast within point generators
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The more restrictive static_cast is permissable when casting from void*.
2020-04-12 13:29:34 -04:00
Lioncash
b631b5f3a1
CGunWeapon: Mark skShootAnim as constexpr
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Enforce it as constexpr. The initializer is likely optimized away
anyways, given the array only contains primitives, but this is more
consistent.
2020-04-12 11:31:28 -04:00
Lioncash
75c07677ed
CModel: Mark CModelFlag instances as constexpr where applicable
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Allows more runtime initializes to potentially be elided.
2020-04-11 16:56:13 -04:00
Luke Street
22880abb7e
Runtime/Weapon: Replace bitfield unions with constructor initializers
2020-04-11 00:49:02 -04:00
Lioncash
2e6bd0f05e
CGunWeapon: Eliminate usages of const_cast
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Eliminates trivial usages of const_cast by making Draw related functions
non-const. This also allows removing the mutable specifiers from several
shader data members.
2020-04-06 00:52:47 -04:00
Lioncash
f77fb2089b
General: Pass std::nullopt to CAnimData::Render instead of {}
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Prevents some implementations (libstdc++ and libc++) from completely zeroing out the underlying
buffer and instead sets a single byte flag.
Eliminates unnecessary memsets.
2020-04-05 08:24:42 -04:00
Lioncash
2c091ac124
CGunWeapon: Make destructor virtual
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This class is used as polymorphic type, so the destructor should be
marked as virtual to prevent any potential undefined behavior.
This also more closely matches the GM8E v0 binary itself.
2020-03-12 17:20:45 -04:00
Lioncash
e80d9c7192
ITweakGunRes: Make use of std::array where applicable
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Deduplicates a few array sizes and makes the member variables more
strongly typed.
2020-02-25 15:50:37 -05:00
Lioncash
26a9ceab60
CGunWeapon: Eliminate const_cast usages in DrawMuzzleFx()
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We can just make the temporary variable non-const to eliminate the need
for const_casts.
2019-10-19 01:11:19 -04:00
Lioncash
271ee6d8c3
CGunWeapon: Make use of algorithms where applicable
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We can leverage these to also eliminate some hardcoded sizes.
2019-10-19 01:11:05 -04:00
Lioncash
c228baf5f7
CGunWeapon: Make use of std::array where applicable
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Makes the arrays strongly typed and also allows us to dehardcode some
loop boundary constants.
2019-10-19 01:07:01 -04:00
Lioncash
c36e6a85b9
CGunWeapon: Organize cpp includes
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Makes the source file consistent with the header.
2019-10-19 00:03:38 -04:00
Lioncash
afab3e0327
Runtime: Make const/non-const getters have the same name
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Makes for a more consistent interface, as getters won't have different
names to remember based off whether or not they're const qualified.
2019-08-14 12:45:57 -04:00
Jack Andersen
003146f614
Work on CBabygoth
2019-06-29 21:29:49 -10:00
Jack Andersen
e218b8aeb5
CActorContraption fixes, better CMake dependency handling
2019-06-11 16:05:17 -10:00
Jack Andersen
8df0a4913c
zeus constexpr refactor and thermal visor fixes
2019-02-23 21:15:54 -10:00
Jack Andersen
ad2681f857
Windows fixes
2019-01-28 22:28:35 -10:00
Jack Andersen
636c82a568
New code style refactor
2018-12-07 19:30:43 -10:00
Jack Andersen
7c7da6671a
SIMD refactor
2018-12-07 15:49:15 -10:00
Jack Andersen
e263345b0a
Fix ShotSmoke effect
2018-02-12 12:27:40 -10:00
Jack Andersen
46a4a37cc6
Initial working projectiles
2018-02-11 19:30:21 -10:00
Jack Andersen
ac8dfde174
Various bug fixes and CActor rendering
2018-02-04 20:56:09 -10:00
Jack Andersen
93fc2d8072
Initial fixNES integration
2018-02-01 13:19:34 -10:00
Jack Andersen
36f1473f3e
All animation nodes implemented
2018-01-29 15:04:01 -10:00
Jack Andersen
bb10423267
Various particle bug fixes
2018-01-26 22:34:46 -10:00
Jack Andersen
7a179eb10a
Various bug fixes
2018-01-13 20:44:22 -10:00
Jack Andersen
10092821c8
Initial round of CMorphBall implementations
2017-09-10 16:18:49 -10:00
Jack Andersen
149eed4b73
Implement CAuxBeam
2017-09-09 14:36:21 -10:00
Jack Andersen
361aa1512b
Finish CGunWeapon
2017-09-04 17:00:19 -10:00
Jack Andersen
35ab6e4803
Finish CPlayerGun
2017-09-01 18:06:05 -10:00
Jack Andersen
ddb1d584b7
More work on CPlayerGun
2017-08-30 16:42:37 -10:00
Jack Andersen
86ada63867
Work on CPlayerGun
2017-08-25 18:36:25 -10:00
Jack Andersen
ed991a6ac0
Initial CPlayerGun implementations
2017-08-24 20:18:09 -10:00
Jack Andersen
e8a55d84d4
Implement CRainSplashGenerator and finish CPlayerGun constructor
2017-08-21 17:20:22 -10:00
Phillip Stephens
870e8c80ee
Refactor ResId into CAssetId
2017-08-12 22:26:14 -07:00
Jack Andersen
3a24b35df7
Windows fixes
2016-12-10 15:54:08 -10:00
Phillip Stephens
5793c8df87
More gun implementations, and script objects
2016-12-09 18:35:20 -08:00
Phillip Stephens
be40ebc8db
Move weapon code to RuntimeWeapon
2016-11-22 12:43:16 -08:00