Magnus Norddahl
cff50b8087
Initialize lightmap texture in SetLevelMesh
...
Create VkLightmap class on VulkanRenderDevice
2023-09-01 00:03:18 +02:00
nashmuhandes
9e0bf90be6
Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging
2023-08-22 09:09:51 +08:00
Christoph Oelckers
7fee89d1f5
- uncouple the file system from the engine's Printf function.
...
This is needed to use it in non GZDoom based projects.
2023-08-17 21:36:22 +02:00
nashmuhandes
07f722b6f3
Merge branch 'master' of https://github.com/ZDoom/gzdoom into GZDoomUpdate-12-07-2023
2023-07-12 20:51:41 +08:00
Ricardo Luís Vaz Silva
1589afb46e
Add Voodoo Zombie Compatflag
2023-05-14 08:14:47 +02:00
Magnus Norddahl
ca5fae50d6
Improve vid_fps stats
2023-05-06 04:52:56 +02:00
Mitchell Richters
534a7f8246
- Move invertmouse CVARs into common code.
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* Removes duplication of CVAR definitions between Raze and GZDoom.
2023-04-21 00:44:01 +08:00
Mitchell Richters
c10ab58f70
- Properly fix default mouse x sensitivity.
2023-04-21 00:43:13 +08:00
Magnus Norddahl
fd2ae4865c
Merge tracelights
2023-04-05 23:14:25 +02:00
Mitchell Richters
f1f6e3a607
- Move invertmouse CVARs into common code.
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* Removes duplication of CVAR definitions between Raze and GZDoom.
2023-04-04 17:11:28 +02:00
Mitchell Richters
034202e6f6
- Properly fix default mouse x sensitivity.
2023-04-04 17:08:02 +02:00
Magnus Norddahl
df7d31968d
Change various defaults
2023-03-16 22:56:21 +01:00
Magnus Norddahl
151b60c436
Remove OpenGL and OpenGL ES backends
2023-03-16 22:09:19 +01:00
John Stebbins
c3d99fa699
Allow GAMEINFO LOAD to load directories
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Addresses part of enhancement issue #2011
2023-02-23 18:35:15 +01:00
Ricardo Luís Vaz Silva
c8f3aa3fd1
ZScript Custom CVars -- ONLY WORKS FROM THE CONSOLE
2023-01-29 14:42:20 -05:00
Boondorl
2d94321887
Added OnEngineInitialize() for static event handlers
2023-01-25 17:41:48 -05:00
nashmuhandes
2fa2533982
- enable DM support for sv_noplayerclip
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- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1
Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop)
2023-01-08 19:10:49 +08:00
0e5c6e37b1
Prevent important messages from being accidentally filtered.
2023-01-04 17:54:09 +01:00
Boondorl
0d4d5587b5
Added FOV Interpolation
2022-12-18 08:23:19 +01:00
Gutawer
8db4c5ea71
- process events every frame as well to ensure that menus can run at any framerate
2022-11-24 00:56:44 +01:00
Christoph Oelckers
dab61709f8
- added a compile option to fully disable the software renderer.
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This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Rachael Alexanderson
c860e2d732
- add the following command line parameters:
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- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
2022-11-08 00:13:30 -05:00
Christoph Oelckers
4ebcff8573
- remaining changes for moving bone data to the backend
2022-11-06 10:59:33 +01:00
Christoph Oelckers
eb369b24c3
- fixed FileExists check for -loadgame.
...
This was done before the current savegame path was known so it always errored out.
2022-11-05 23:25:10 +01:00
Christoph Oelckers
ff37d710e2
- overhaul of savegame path management.
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* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
...
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
...
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf
- marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
2022-10-20 23:55:29 +02:00
Christoph Oelckers
169053587c
- fixed: The main loop never checked the cutscene flag for disabling wipes.
2022-10-14 07:10:15 +02:00
Christoph Oelckers
94b249172a
- normalize the timer with the app start, not the epoch.
...
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:52:08 +02:00
Christoph Oelckers
207913bced
- added a config getter to the interface.
...
Now the only external reference left in the backend code is the call to GameMain.
2022-10-02 18:42:08 +02:00
Christoph Oelckers
e6615629b3
- move two more backend->frontend calls to the interface
2022-10-02 18:29:57 +02:00
Christoph Oelckers
b19b0db150
- moved language CVAR to backend.
2022-10-02 17:59:39 +02:00
Christoph Oelckers
73142ef2cf
- handle menu customization via callbacks.
2022-10-02 17:49:39 +02:00
Christoph Oelckers
a084667bed
- move hud scale CVARs to the backend.
2022-10-02 17:33:49 +02:00
Christoph Oelckers
f63d4d8a12
- handle Build tiles via explicit callback to the init function.
2022-10-02 16:54:43 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
c596095fe0
- minor cleanup.
2022-10-02 14:36:49 +02:00
Christoph Oelckers
8e6bdd72fa
- moved UpdateVRModes, AppActive and gamestate into the backend.
2022-10-02 14:28:40 +02:00
Magnus Norddahl
d3ed7be087
Remove light probes completely and make decals use the lightmap
2022-09-21 22:43:43 +02:00
nashmuhandes
7ce364bf0f
Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
2022-09-15 20:41:16 -04:00
Christoph Oelckers
4032576519
- blocked off direct access to TAngle’s internal storage.
2022-08-26 18:09:29 +02:00
Christoph Oelckers
f0fbdba593
- disable implicit conversions from float to TAngle
2022-08-26 18:01:26 +02:00
Magnus Norddahl
e2778ba442
Move TexMan.GetCanvas and GetTextureCanvas to common
2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df
Add canvastexture definition to animdefs.
...
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Omar Polo
0f0b4b7620
fix gzdoom.pk3 not found error
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Move the initialization before BaseFileSearch is called, otherwise
GameConfig is used not initialized and it doesn't find the gzdoom.pk3
file.
GameConfig used uninitalized was spotted by @LoneFox78.
2022-07-16 15:04:13 +02:00
Rachael Alexanderson
e3238cd5b7
- always print GZDoom version in the startup log
2022-07-13 14:16:41 -04:00
Christoph Oelckers
07a8701f8d
- make sure the last notch on the start screen is rendered.
2022-06-07 23:14:17 +02:00
Christoph Oelckers
989dcfcf1c
- avoid storing texture pointers in longer lived data
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* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
2022-06-07 00:00:54 +02:00