Beginning of "development limbo" phase, I guess.

This commit is contained in:
Mari the Deer 2025-11-29 11:01:35 +01:00
commit 515af97ca7
23 changed files with 61 additions and 573 deletions

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@ -51,9 +51,16 @@ More weapons, because we need 'em. In addition, a bunch of cleanup in base weapo
* [ ] **GZDoom 4.12+ Features:**
- [x] Lesser code cleanup/refactor *(new variables, functions, flags, etc.)*
- [ ] Visual Thinker migration where needed *(more lightweight sprite explosions and the like)*
* [ ] **VKDoom Features:**
- [x] Adjust material shaders to handle custom texture filtering
- [ ] Use soft particles where needed
* [ ] **UZDoom Features:**
- [x] Use uniforms in material shaders whenever possible *(reduces the need to compile multiple versions of the same shader)*
- [x] Implement self-obituaries for all weapons as well as other self-damaging player actions
- [ ] Use client-side thinkers/actors where needed for even lower overhead
- [ ] Better handling of cross-level traveling
- [ ] Make use of `unsafe(clearscope)` where needed to intentionally forgo scoping rules, for simplicity's sake
- [ ] Use `INTERPOLATESCALE` and `INTERPOLATEALPHA` where needed for certain effects
- [ ] Make use of other new virtuals such as `OnSelect`/`OnDeselect` in weapons, for more simplification
- [ ] Haptics support
- [ ] ... And much, much more
## 1.4 update *(Fine Refinements)*: