7a3e0ae413
Just ignore prediction entirely in custom player code, who cares.
2025-08-18 23:29:49 +02:00
276d280cef
Quick fix for recent VKDoom.
2025-08-13 14:03:13 +02:00
879a679820
Found one (1) typo, and I just had to fix it
2025-07-29 20:30:09 +02:00
d47a0d2f1b
The jpg renders can be optimized by a lot, apparently.
2025-07-12 13:21:47 +02:00
3d3f9d0da7
Small bit of lore library cleanup.
2025-07-10 23:49:48 +02:00
05642fcf86
Use GetDefaultByType for copying blood colors instead of spawning and then destroying the reference actors.
2025-06-27 21:02:25 +02:00
128f3dd69e
Add missing end text edit for SIGIL 2.
2025-06-25 15:43:59 +02:00
4374d54f27
Setting up for faster PRNG experimentation.
2025-06-25 14:30:48 +02:00
7ecbb680f1
Tweakin' some intermission tips.
2025-06-12 23:11:50 +02:00
243de0f2d4
Lore library updates:
...
- New Doomguy profile pic + declassified info post-Doom.
- Articles for Cinnamon Valentine, Dana Blackwood (unfinished) and Rika Isuzu.
2025-06-09 21:41:15 +02:00
0526658745
Oops typo.
2025-06-07 14:30:30 +02:00
8a04ef9074
Don't use InPlayerFOV for anything that affects gameplay
2025-06-03 23:13:06 +02:00
92a6e8302e
Ouch left/right face expressions added.
2025-06-03 10:45:42 +02:00
e0d10f44e1
Very aggressive PNG optimization pass.
2025-06-03 10:31:07 +02:00
b7b07dfe22
Small wording tweak to X'Animen Coalition lore file.
...
The leading Bleaknet engineer may be the only remaining inhabitant of Buran, but the wording implied that he was the last of his species, which is not the case.
2025-05-20 13:08:28 +02:00
aa7fd5d9b0
(Try to) reduce bullet trail perf hit for some hitscan weapons.
2025-05-20 12:05:47 +02:00
93cd809660
Please don't mind these (yet).
2025-05-20 12:05:32 +02:00
e8e577ef81
README update.
2025-05-20 12:05:25 +02:00
ad82ce14d2
README tweaks.
2025-05-08 19:11:48 +02:00
87522cab3d
Tweak the F1 menu to always scale to factors of 640x360.
2025-05-03 18:44:18 +02:00
c192c22b9b
As of a recent VKDoom update, Heretic and Hexen keys now have actual tags.
2025-05-02 23:48:45 +02:00
fb835a478f
README update, a couple other things, and more partial progress on the Visual Thinker migration.
2025-04-28 10:08:05 +02:00
5ac55058b4
Remove entirely unnecessary texture and shader.
2025-04-04 20:51:37 +02:00
b5e655cf08
Make the April Fools bit somewhat more authentic aesthetically.
2025-04-01 17:13:44 +02:00
79ba548a98
Fix up blood decals.
2025-03-26 01:05:27 +01:00
3606758804
Add a bunch of materials to the texture precache list to see if this helps with initial shader compilation stuttering.
2025-03-20 21:41:56 +01:00
5133d077f7
Fix "The Longest Journey" achievement progress not increasing at large values.
...
The counter is now an int that increases per kilometer traveled, rather than
accruing even the tiniest increase in map units, as after a while, these
increments would become insignificant even for a double precision number.
2025-03-18 22:44:26 +01:00
466869045a
Missing Sunder TERRAIN defs.
2025-03-18 22:44:17 +01:00
9757aed5e6
Add blood pools to the effect queue system.
2025-03-16 21:02:13 +01:00
13ed4dee44
Rejoice, "hold to reload" is now optional and disabled by default.
2025-03-16 20:21:09 +01:00
884ad51aa4
Small fixups to new code.
2025-03-16 16:14:34 +01:00
a5e58add12
Remove Gutamatics, use bespoke projection code from UT99 modding days.
2025-03-16 15:50:48 +01:00
cbf72492f7
Tweak green, blue and purple blood color replacements.
2025-03-14 23:57:32 +01:00
a88f6d168c
Remove README note on sprite lighting, it can have a major perf impact.
2025-03-14 18:22:40 +01:00
8d0a087e6c
Reduce perf hit of bullet trails by only spawning underwater bubbles actually underwater, instead of always spawning them and then relying on them despawning themselves after checking their own water level.
...
Further optimization could be possible if I found a way to divide the trace results into segments based on intersections with water volumes. This would save on countless calls to Vec3Offset and PointInSector. Something to keep in mind, I suppose.
While I was at it, I did make the underwater check into a new utility function. It is more or less based on how updating water level is done internally, but saves time by just checking a single point rather than an actor's full height.
Not sure if I'll need to use it elsewhere, but if that turns out to not be the case I'll change it to a private function of the SWWMBulletTrail class afterwards.
2025-03-14 16:23:20 +01:00
9060702e19
Fix massive oopsie in blood pool linked list handling.
2025-03-14 15:59:42 +01:00
80db58b0d0
Bump zscript ver to 4.14.1, plus a whole lot of stuff.
...
- Try to get rid of all implicit casts from string to name, color or class.
- Use FindClass where needed.
- Used a map in a case where a dictionary was unneeded.
- Use new bounce flags where needed.
- Replace Legacy of Rust weapons/ammo.
2025-03-13 14:50:58 +01:00
ceae806b68
Try to reduce think time of blood pools.
2025-03-09 17:08:51 +01:00
92e355cd89
small README changes
2025-03-09 17:08:39 +01:00
af27fbd987
Player blood footprints now implemented.
2025-03-09 14:17:35 +01:00
f89393ca81
Unconditional blood replacement, new blood decals, corpse blood pools.
...
TODO: bloodied footsteps, can still re-use code from Soundless Mound there.
2025-03-07 17:27:59 +01:00
d799a2f97b
Clean up mklang a bit.
2025-03-07 12:26:22 +01:00
8ec86a9b9c
Interpolate quick turn.
2025-03-07 11:50:31 +01:00
7dd20c93e4
Actually use GetMidTexturePosition() to simplify some code.
2025-03-07 11:48:03 +01:00
47722e58a9
Two warnings in SWWMDialogues.StartSeq should be vm aborts instead.
2025-03-05 20:34:06 +01:00
e66415dd91
Woop, forgot about these shaders.
2025-02-26 14:20:26 +01:00
1369d85c6b
Adapt material shaders to be cache-friendly. (Less defines, more uniforms)
2025-02-26 13:37:31 +01:00
1fb1e51ba8
Some shader touchups (textureLod where needed, -0.5 LOD bias on TexFilterHack).
2025-02-24 13:57:06 +01:00
bd55e2ad57
Bump ZScript ver to 4.14, address usage of deprecated actor flags (MISSILEMORE/MISSILEEVENMORE).
2025-02-20 16:01:59 +01:00
ea6b424633
I'm dumb and forgot what year it is.
2025-02-20 15:27:52 +01:00