- New fun options implemented (omnibusting, unlimited fuel, party time) - Biospark Carbine gets a requested nerf - Candygun combo fire has been buffed (watch out for that splash damage) - All powerup effects are additive (stacc 'em) - Automap hud respects gzdoom's cvars for toggling certain elements - Automap hud shows stats and times in gold when 100% / under par - Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches) - Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.) - Grilled Cheese Sandwich now saves you from lethal falls properly - Blown kisses instakill nazis - Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270) - Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell) - Blown kisses can activate use switches - Gestures can be chained by pressing a gesture button while another is playing - Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls) - More precise weapon kill tracking (fixes some ragekit quirks) - Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md) - Discarded some collectables for the next updates, to save time - Preparation work for collectables update, including some (partial) lore files - Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly - Cosmetic Boss Brain sprite replacements, just for fun - 10 more intermission tips, because yes - Added option to reduce distance at which enemy healthbars are picked - Various minor bugfixes and adjustments (and also some tiny typo fixes) - Ragekit now heals over time and with each hit (so it's more rewarding to go wild) - PNG optimization pass (again lol) - Fix crouched gestures having no facial animation
114 lines
2.4 KiB
ObjectPascal
114 lines
2.4 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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HardwareShader PostProcess screen
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{
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Name "ObPass0"
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Shader "shaders/glsl/ObeliskPass0.fp" 330
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Uniform float Timer
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}
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HardwareShader PostProcess screen
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{
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Name "ObPass1"
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Shader "shaders/glsl/ObeliskPass1.fp" 330
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Uniform float Timer
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Texture NoiseTexture "textures/rgbnoise.png"
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}
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HardwareShader PostProcess screen
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{
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Name "ObPass2"
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Shader "shaders/glsl/ObeliskPass2.fp" 330
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Uniform float Timer
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}
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HardwareShader PostProcess screen
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{
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Name "ObPass3"
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Shader "shaders/glsl/ObeliskPass3.fp" 330
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Uniform float Timer
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}
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