Magnus Norddahl
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1791167fe5
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Draw sorted by pipeline
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2025-05-30 18:52:44 +02:00 |
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Magnus Norddahl
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83441734da
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Improve side and sector draw performance a bit
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2025-05-30 02:19:24 +02:00 |
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dpjudas
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3b34a9d138
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Fix compile error
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2025-05-29 12:24:27 +02:00 |
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Magnus Norddahl
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00e200559a
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Fix crash for uneven core count and clock the draw times
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2025-05-29 04:22:14 +02:00 |
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Magnus Norddahl
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c7a5914609
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More reduce on the worker threads
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2025-05-29 04:07:23 +02:00 |
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Magnus Norddahl
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b5f309ade9
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Fix sprites
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2025-05-29 03:08:09 +02:00 |
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Magnus Norddahl
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858013e607
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Slice the BSP and process it on worker threads
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2025-05-29 02:09:29 +02:00 |
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Magnus Norddahl
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3e1f22e4c0
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Move CheckUpdate to main thread and use the portal clip
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2025-05-29 01:21:20 +02:00 |
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Magnus Norddahl
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ead947b8b0
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Add BSP walker class that can be run on multiple threads
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2025-05-29 01:02:21 +02:00 |
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Florian Piesche
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7df36af376
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Add Linux desktop launcher and metadata
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2025-05-28 21:11:30 +02:00 |
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dpjudas
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9916b96e23
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DispatchLightTiles seems to be crashing in some configurations
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2025-05-28 03:21:43 +02:00 |
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Ricardo Luís Vaz Silva
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af653e8b67
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bone getters part 2.5
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2025-05-26 13:33:51 +02:00 |
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dpjudas
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cc92dda41a
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Avoid applying state on every draw
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2025-05-26 04:26:36 +02:00 |
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Magnus Norddahl
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addddcd8ed
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Use clipper to find visible walls for hw_levelmesh
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2025-05-26 02:03:47 +02:00 |
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Magnus Norddahl
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f302f03287
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Change level mesh draw code to draw ranges in the mesh rather than the entire mesh
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2025-05-25 18:18:29 +02:00 |
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Ricardo Luís Vaz Silva
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7461fc202b
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match gzdoom light limit
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2025-05-25 13:54:16 +02:00 |
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Ricardo Luís Vaz Silva
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44710c6b1f
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implement linearity for cpu spritelight
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2025-05-21 11:55:01 +08:00 |
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Magnus Norddahl
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aa51b22f9c
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Add a safety check that the file is being compiled correctly
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2025-05-20 20:23:02 +02:00 |
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Magnus Norddahl
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4a168993dc
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Special thanks to the compiler tool vendors for making it so trivial and easy to check for the CPU
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2025-05-20 20:15:38 +02:00 |
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Magnus Norddahl
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1cec474884
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Add AVX2 CPU check on startup
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2025-05-20 19:57:42 +02:00 |
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Magnus Norddahl
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a85cd66747
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Use the tonemap PP pass to convert blended render styles back to palette colors
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2025-05-20 04:09:31 +02:00 |
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Magnus Norddahl
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3a9373da6c
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Don't draw translucent stuff with indexed textures
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2025-05-20 03:41:20 +02:00 |
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Magnus Norddahl
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5a5c8d4bde
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Use the game palette to find the material color
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2025-05-20 03:20:46 +02:00 |
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Magnus Norddahl
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ac335a5fbf
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Apply colormaps
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2025-05-20 02:59:52 +02:00 |
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Magnus Norddahl
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f1fba4fe98
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Move software dynlight stuff to lightmodel
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2025-05-19 18:06:50 +02:00 |
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dpjudas
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3dbb4d7b9c
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Add lightmap and dynamic lights
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2025-05-19 17:23:28 +02:00 |
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dpjudas
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23a5b05e45
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Fix alpha test
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2025-05-19 15:50:51 +02:00 |
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Magnus Norddahl
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990ce7c6c9
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Render scene with indexed textures for vid_rendermode 2
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2025-05-19 05:55:03 +02:00 |
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nashmuhandes
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783a3524ed
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Remove Linearity from A_AttachLight for now as it goes over the kFuncArgCount limit in the JIT (TODO: struct-ify A_AttachLight in future)
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2025-05-18 03:43:07 +08:00 |
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nashmuhandes
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051751220b
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Add SoftShadowRadius and Linearity to GLDEFS and A_AttachLight
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2025-05-18 02:08:37 +08:00 |
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Ricardo Luís Vaz Silva
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56e94cc268
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don't use per-pixel lighting for particles/visualthinkers
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2025-05-17 22:56:51 +08:00 |
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nashmuhandes
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af7c9db9c5
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GLDEFS light intensity and A_AttachLight intensity, VKDoom edition
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2025-05-17 21:43:47 +08:00 |
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Ricardo Luís Vaz Silva
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60baa0fdaa
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allow toggling nearest dither
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2025-05-17 13:36:21 +02:00 |
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Ricardo Luís Vaz Silva
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a8810a16a8
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shadowmap lights that don't hit one-sided walls if raytraced lights are enabled
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2025-05-17 04:35:18 +02:00 |
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nashmuhandes
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4d42be0e90
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Actually clamp the global sample distance early
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2025-05-17 06:51:00 +08:00 |
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nashmuhandes
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631a533272
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Remove LANGUAGE key for precise midtexture trace (because the actual feature was removed)
Continuous Integration / macOS | Debug (push) Has been cancelled
Continuous Integration / Linux Clang 11 | Debug (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Debug (push) Has been cancelled
Continuous Integration / Linux GCC 9 | MinSizeRel (push) Has been cancelled
Continuous Integration / Linux GCC 12 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / macOS | Release (push) Has been cancelled
Continuous Integration / Linux Clang 15 | Release (push) Has been cancelled
Continuous Integration / Update Latest successful build (push) Has been cancelled
VKGood
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2025-05-16 07:12:49 +08:00 |
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Ricardo Luís Vaz Silva
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e0897ae8b2
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remove broken precise midtexture trace, fix sky tracing for actors
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2025-05-16 00:47:50 +02:00 |
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Magnus Norddahl
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66d4d2d7d0
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Add regular sky into the IsSky check
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2025-05-16 00:32:49 +02:00 |
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Ricardo Luís Vaz Silva
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814eb8da77
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flag only skies as skies
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2025-05-16 00:29:39 +02:00 |
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Magnus Norddahl
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b281c333a1
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Simplify the check in the inner loop
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2025-05-16 00:11:33 +02:00 |
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Magnus Norddahl
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1c4c5d93ca
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Only move plane up if its a doom sky
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2025-05-16 00:07:48 +02:00 |
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Magnus Norddahl
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51c6e8add6
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Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
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2025-05-15 23:53:34 +02:00 |
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Magnus Norddahl
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dfeec3c123
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Hook up lm_always_update
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2025-05-15 10:07:25 +02:00 |
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Ricardo Luís Vaz Silva
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9f23178e76
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save extraArgs to CVar for easier testing
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2025-05-14 23:25:19 +02:00 |
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Magnus Norddahl
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5299453486
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Fix missing lights when baking a map with vktool
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2025-05-14 15:08:42 +02:00 |
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Magnus Norddahl
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23e4c46684
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Restrict light-only changes to only happen in sectors with the SECF_LM_DYNAMIC flag
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2025-05-14 13:26:10 +02:00 |
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dpjudas
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33b2c792cd
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Pick up iwads from folders
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2025-05-14 02:15:37 +02:00 |
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Magnus Norddahl
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156d7e7af2
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Correctly apply sunlight to line portals
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2025-05-13 15:18:33 +02:00 |
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Magnus Norddahl
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0c0e29b18d
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Add sunlight to line portals
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2025-05-13 14:38:35 +02:00 |
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Magnus Norddahl
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76fb5901d7
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Only force baking of tiles where the geometry changed
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2025-05-13 01:52:02 +02:00 |
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