Commit graph

2,628 commits

Author SHA1 Message Date
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
339fd58507 Small tweak to HUD score display:
* Accumulators fade out sooner
 * Score interpolator does not tick until accumulators start fading
2025-02-20 15:20:43 +01:00
2fe8e0f947 Little bit of maintenance:
* Return the Doom 2 Cast Call to vanilla and simply label Doomguy as Doomguy
 * Ensure there are TWO canvas textures available for the Plasma Blaster screen
 * Fix some typos in material shader definitions for Demo-chan's face (oops)
2025-02-20 13:45:37 +01:00
722121e21a I want to fucking die. 2025-02-13 11:00:19 +01:00
41f065fdd0 Small tweaks to the BD screen. 2025-02-12 12:10:17 +01:00
9a9c419dc1 Assortment of VKDoom-related shader fixes. 2025-02-09 16:17:53 +01:00
8857c3c03f New BD screen (missing voice acting). 2025-02-06 20:13:35 +01:00
7581cc12f0 Remove some leftover debug text. 2025-02-06 20:13:06 +01:00
8526c2ffb0 Add generic warning when loading other weapon mods.
(Plus small tweaks to the anti-BD script)
2025-02-06 11:51:14 +01:00
cb503a3189 Felt like changing a tip here. 2025-02-04 21:24:19 +01:00
a99d9e3a12 Clean SWWMUtility.SuperscriptNum up a bit (even though it's not used). 2025-02-04 21:18:39 +01:00
03e556a31d Better integer exponentiation using squaring (thanks, phantombeta ♥) 2025-02-04 10:31:35 +01:00
f1943b4d5a Update README with notes on VKDoom's sprite lighting and shadow mapping settings. 2025-02-03 11:15:32 +01:00
8ea3b3a621 How did I NOT notice this massive oopsie? 2025-01-25 14:25:21 +01:00
f90c16b36d More robust Demolitionist Menu item use/drop handling. 2025-01-25 14:18:42 +01:00
44a0e2e8fb OK no turns out I'm dumb and screwed the math further. 2025-01-17 14:53:24 +01:00
12f0139d11 weaponwheel: fix crappy alpha calculation. 2025-01-17 14:44:28 +01:00
05dadea4ae Add wrap-around to the alternate weapon selector, so it's a proper carousel. 2025-01-17 14:24:30 +01:00
67d8235459 Overhaul the "swap weapon" prompt display. 2025-01-15 16:49:55 +01:00
507126b7b1 Also don't log empty string MidPrints to console. 2025-01-15 13:48:46 +01:00
7b15b30cfa Tweak ProcessMidPrint so it doesn't spam duplicate messages to console. 2025-01-15 13:44:56 +01:00
42b3a84bcf Spanish proofreading pass. 2025-01-13 13:43:21 +01:00
3050f5e244 Critical MidPrint fixes. 2024-12-03 09:53:07 +01:00
793be87179 Re-save all model sources so Blender doesn't take ages to load them.
(This issue is fixed in Blender 4.3, but I'm still on 4.2.3 so yeah...)
2024-11-17 16:24:53 +01:00