Commit graph

2,654 commits

Author SHA1 Message Date
e166c0aaa2 CheckReplacee additions needed for LoR MAP14 boss deaths to work. 2025-08-20 16:54:45 +02:00
058fb20fa9 Oops, should be using the ID24 classes there. 2025-08-20 16:49:00 +02:00
2aa0ea4680 More work towards Legacy of Rust support (with caveats).
As of this commit, do not consider the experience when playing that new
expansion to be complete. I've only partially written some of the mission texts
and rudimentarily enhanced some boss fights.

Currently there is one major limitation in that the intermission texts cannot
be replaced, as they're hardcoded inside the UMAPINFO. I don't know if I can
work around that.
2025-08-20 16:47:24 +02:00
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