Ricardo Luís Vaz Silva
06a328fcf9
add missing check
2025-01-22 23:11:33 +01:00
Ricardo Luís Vaz Silva
d24b69d26b
fix lights on vts
2025-01-22 20:11:35 +01:00
Ricardo Luís Vaz Silva
53187ec640
add fake light for model contrast
2025-01-20 18:18:01 +01:00
Ricardo Luís Vaz Silva
eb6e085038
fix hud model/sprite rendering
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
5a3a415811
add '-1' as the default cvar option
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
7f8830a4ff
fix gpu model lighting
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
91fb87e95e
trace from actor center
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
b862adb747
fix normals for sprite lighting
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
a7b20183f1
gpu actor tracing (NOT WORKING)
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
693413e606
replace vec4 list with proper struct for lights
2025-01-20 16:45:08 +01:00
Ricardo Luís Vaz Silva
8d0ab22e05
wireframe improvements
2025-01-20 16:45:08 +01:00
Magnus Norddahl
d8d1742d0a
Add lm_bounce and lm_ao to ZDRayInfo
...
Make vktool ignore the existing lightmap lump
Ignore the lightmapper cvars in vktool
2025-01-19 15:34:39 +01:00
Magnus Norddahl
d435c9c144
Fix crash when switching from a level with lightmaps to one without
2025-01-19 12:36:40 +01:00
Magnus Norddahl
6ba2cff8cb
Replace the savelightmap and deletelightmap ccmds with vktool
2025-01-12 20:03:19 +01:00
Ricardo Luís Vaz Silva
73e17842d3
remove AActor from common
2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
fcf4c9d07e
implement actor uniforms
2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
91300ac3b4
implement per-class globalshaders
2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
8c3268ae1c
pass actor to FModelRenderer::SetMaterial
2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
c72bad053f
add gl_wireframe and gl_wireframecolor
2025-01-09 21:53:28 +01:00
Ricardo Luís Vaz Silva
9073fb8501
add shadowMinQuality property and gl_light_shadow_max_quality CVar
2025-01-03 07:30:54 +01:00
Ricardo Luís Vaz Silva
e75d8d35eb
move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
2025-01-03 07:30:54 +01:00
Boondorl
3a179ec1c6
Make coronas array global
...
Correctly collect all coronas to be drawn across all view points
2025-01-01 23:12:48 +01:00
Boondorl
616d201dfc
Updated fogball sorting
...
Take sector portals into account.
2025-01-01 23:12:48 +01:00
Boondorl
d3fe5a1946
Fixed corona appearing in wrong world position
2025-01-01 13:27:51 +08:00
Boondorl
4c5375c553
Fixed coronas not respecting static portals
2025-01-01 13:27:51 +08:00
Ricardo Luís Vaz Silva
9d9938cccc
Fix cache while trace isn't moved to GPU
...
isn't the fastest or most memory efficient fix, but should hopefully only be temporary
2024-12-31 04:43:27 +08:00
Ricardo Luís Vaz Silva
eab97f826d
forgot these 😅
2024-12-30 01:18:46 +01:00
Ricardo Luís Vaz Silva
aa51ac7b6d
only lightmap updated tiles once they're visible
2024-12-22 00:28:03 +01:00
nashmuhandes
ca61ae470f
Affect Actors with the sun intensity
2024-12-21 17:48:17 +01:00
nashmuhandes
c2808809b7
Add customizable sunlight intensity (both to ZDRayInfo and ZScript)
2024-12-21 17:48:17 +01:00
nashmuhandes
f455990b7b
Bump the lightmap lump version to invalidate really old (ZDRay) lightmaps.
2024-12-21 18:43:07 +08:00
Ricardo Luís Vaz Silva
af5497c6dd
force updated lights to ignore actor trace cache
2024-12-20 05:29:05 +01:00
Ricardo Luís Vaz Silva
ecf0382005
don't run 2d shadowmap for rt dynlights
2024-12-19 12:53:17 +08:00
Ricardo Luís Vaz Silva
5d35ae9b4d
also do Actor Trace for non-lightmaplights if gl_light_shadows is 2
2024-12-19 12:53:17 +08:00
Rachael Alexanderson
c2bce2760b
Merge commit ' e73969d' into gzd4-12-merge
2024-12-18 10:20:53 -05:00
nashmuhandes
be36118017
Exclude fullbright stuff from tracelighting
2024-12-17 10:07:44 +08:00
Magnus Norddahl
acdf49ee7a
Don't use glcycle_t
2024-12-17 00:39:38 +01:00
Magnus Norddahl
e30831a409
Clean up the ranges code a bit
2024-12-16 22:17:18 +01:00
Magnus Norddahl
e002697598
Add cpublasinfo ccmd
2024-12-15 16:30:19 +01:00
Boondorl
4d5bba8d02
Clean up decal behavior
...
Only update the mesh if a decal was truly created/destroyed
2024-12-14 05:40:45 +08:00
Ricardo Luís Vaz Silva
c2901404d5
ensure non-dynamic tiles are baked first
2024-12-14 05:40:32 +08:00
Magnus Norddahl
36d74cf8f9
Try try again
2024-12-12 23:21:45 +01:00
Magnus Norddahl
2040be87a5
One more save fix
2024-12-12 23:10:13 +01:00
Magnus Norddahl
bd3b41cffb
Don't save dynamic lightmap textures
2024-12-12 21:19:17 +01:00
Magnus Norddahl
22aab27058
Add some lame free list info
2024-12-12 18:58:47 +01:00
Magnus Norddahl
dafc612b68
Add measurement of how long DoomLevelMesh::BeginFrame took
2024-12-10 23:05:57 +01:00
nashmuhandes
ca469e57ed
Revert "Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way)"
...
This reverts commit 1fc1f467a0 .
(Revert note: the fix here is messy and incorrect. Roll the code back to a cleaner slate to help smoothen the merge with the pending GZDoom 4.14 update, THEN later figure out how to fix this properly)
2024-12-10 17:14:12 +08:00
nashmuhandes
e73969d5a5
Merge commit ' 878c5f0857' into gzd-master-experimental
2024-11-24 07:59:06 +08:00
Boondorl
c31f45c653
Fixed view for frozen players
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Will no longer try and extrapolate mouse input that's bound to mispredict.
2024-11-19 08:00:37 -05:00
nashmuhandes
2e09abc4e8
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-16 13:16:21 +08:00