- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
88 lines
1.9 KiB
ObjectPascal
88 lines
1.9 KiB
ObjectPascal
HardwareShader PostProcess beforebloom
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{
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Name "WaterWarp"
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Shader "shaders/glsl/WaterWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/wetwarp.png"
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Uniform float dfact
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Uniform float timer
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Uniform vec3 lightcol
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}
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HardwareShader PostProcess beforebloom
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{
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Name "LavaWarp"
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Shader "shaders/glsl/LavaWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/lavawarp.png"
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Uniform float dfact
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Uniform float timer
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Uniform vec3 lightcol
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}
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HardwareShader PostProcess beforebloom
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{
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Name "SlimeWarp"
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Shader "shaders/glsl/SlimeWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/slimewarp.png"
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Uniform float dfact
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Uniform float timer
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Uniform vec3 lightcol
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}
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HardwareShader PostProcess beforebloom
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{
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Name "ZoomBlur"
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Shader "shaders/glsl/ZoomBlur.fp" 330
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Uniform float Str
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Uniform float Fade
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Uniform vec2 CenterSpot
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}
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HardwareShader PostProcess beforebloom
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{
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Name "SilverScope"
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Shader "shaders/glsl/SilverScope.fp" 330
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}
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HardwareShader PostProcess beforebloom
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{
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Name "BarrierShader"
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Shader "shaders/glsl/Barrier.fp" 330
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Texture WarpTex "textures/heattex.png"
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Uniform float timer
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}
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HardwareShader PostProcess beforebloom
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{
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Name "GhostShader"
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Shader "shaders/glsl/Ghostscreen.fp" 330
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}
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HardwareShader PostProcess scene
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{
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Name "InvinciShader"
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Shader "shaders/glsl/Invinciscreen.fp" 330
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Uniform float str
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}
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HardwareShader PostProcess scene
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{
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Name "RagekitShader"
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Shader "shaders/glsl/Ragescreen.fp" 330
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Texture WarpTex "textures/ragewarp.png"
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Texture NoiseTex "textures/graynoise.png"
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Uniform float timer
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Uniform float xtrastr
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}
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HardwareShader PostProcess scene
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{
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Name "Glitch"
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Shader "shaders/glsl/Glitch.fp" 330
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Uniform float Timer
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Uniform float str1
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Uniform float str2
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}
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HardwareShader PostProcess scene
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{
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Name "Grain"
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Shader "shaders/glsl/Grain.fp" 330
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Uniform float Timer
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Uniform float ni
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Texture NoiseTexture "textures/rgbnoise.png"
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}
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