Magnus Norddahl
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17dacefc9b
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Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge
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2025-08-08 12:32:34 +02:00 |
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Magnus Norddahl
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e3cde7a9e9
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More big beautiful porting
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2025-08-08 00:43:45 +02:00 |
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Magnus Norddahl
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3fdd22ef91
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Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge
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2025-08-06 21:06:53 +02:00 |
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Magnus Norddahl
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c6a35eb1ef
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Reduce light bleeding between sector flats of different heights
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2025-07-22 22:58:03 +02:00 |
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Magnus Norddahl
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d1c6fbe61f
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Misc lightmapper adjustments
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2025-06-24 15:04:16 +02:00 |
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dpjudas
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e1ec7b2d85
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Add partner subsectors to surface list for each subsector
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2025-06-24 04:04:29 +02:00 |
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Magnus Norddahl
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10a8c85c1f
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Polyobjs can't use the sidedef light list
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2025-06-23 22:21:47 +02:00 |
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Magnus Norddahl
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8220991e10
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Fix polyobj using invalid vertices in the level mesh
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2025-06-23 22:01:42 +02:00 |
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Magnus Norddahl
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c8509d000c
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Fix some warnings reported by gcc
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2025-06-22 08:01:47 +02:00 |
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Magnus Norddahl
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7f06d3d222
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Fix stale pointers when the mesh arrays get resized
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2025-06-13 15:21:50 +02:00 |
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nashmuhandes
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8def045ab8
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Rename this to make more sense
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2025-06-13 12:59:32 +08:00 |
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nashmuhandes
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a39c84a77a
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Define the shadow casting style on an Actor using a property. Currently only for lightmaps.
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2025-06-13 12:57:02 +08:00 |
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Magnus Norddahl
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ad4a923cc9
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Remove the mesh limits and resize the GPU buffers as needed
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2025-06-11 23:13:07 +02:00 |
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nashmuhandes
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c40a36ea7c
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Allow lm_dynamic to be able to set level-wide in ZDRayInfo
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2025-06-12 00:23:36 +08:00 |
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Ricardo Luís Vaz Silva
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d55409645f
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iterate over non-thinking statnums for static models
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2025-06-11 22:46:31 +08:00 |
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nashmuhandes
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ec9e5db3e3
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Enable lightmapped models by default, but keep CVar-gating as a debugging option
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2025-06-11 13:18:49 +08:00 |
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Ricardo Luís Vaz Silva
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d42ebe9760
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limit levelmesh models to StaticMapModel class
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2025-06-11 03:55:34 +02:00 |
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Magnus Norddahl
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3f1dcce970
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Bake models into the level mesh
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2025-06-11 03:38:40 +02:00 |
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Magnus Norddahl
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cfe282f4bd
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Model rendering to mesh builder
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2025-06-10 20:32:27 +02:00 |
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Ricardo Luís Vaz Silva
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daab336784
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make lm_dynlights toggling work
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2025-06-01 01:10:42 +02:00 |
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Magnus Norddahl
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88c57a6677
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Draw decals
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2025-06-01 01:06:51 +02:00 |
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Magnus Norddahl
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8d10617762
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Disable skyhack for level mesh and fix frustum test against skies
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2025-05-31 23:57:38 +02:00 |
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Magnus Norddahl
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1d635d9a39
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Add missing lower and upper
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2025-05-31 20:00:29 +02:00 |
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Magnus Norddahl
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bda01dec98
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Hook up sector portals
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2025-05-31 17:45:42 +02:00 |
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dpjudas
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6da5f8e83f
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Add the missing draw list types to LevelMeshDrawType
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2025-05-31 04:09:48 +02:00 |
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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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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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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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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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Magnus Norddahl
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b27d094def
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Improve GetVisibleSurfaces performance
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2025-05-12 22:43:30 +02:00 |
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Magnus Norddahl
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5d3f16b0d6
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Only update VBO lightmap if its a full update
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2025-05-12 13:41:51 +02:00 |
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Magnus Norddahl
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3127e2598a
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Implement the shadow and light list updates
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2025-05-12 13:23:56 +02:00 |
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Magnus Norddahl
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2c069349a3
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Portal and high update count fixes
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2025-05-12 00:39:41 +02:00 |
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Magnus Norddahl
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8bf31755df
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Update sectors and sides where light falls
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2025-05-11 20:32:43 +02:00 |
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Magnus Norddahl
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6cf3cdb871
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Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles)
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2025-05-11 20:11:18 +02:00 |
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Magnus Norddahl
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bfb37a89c3
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Fix deactivated lightmap light not working
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2025-05-11 17:58:07 +02:00 |
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Magnus Norddahl
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b61941b4a6
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Add IsActive check in DoomLevelMesh::CreateLightList
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2025-05-10 16:03:35 +02:00 |
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Magnus Norddahl
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6e5df8ef4c
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Fix the shadow data VBO not updating its lightmap UVs
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2025-05-10 03:07:17 +02:00 |
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Magnus Norddahl
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737b7ece96
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Dynamically allocate and free lightmap tiles
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2025-05-10 03:07:17 +02:00 |
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Magnus Norddahl
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f360ae82cf
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Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere...
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2025-04-26 17:03:46 +02:00 |
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RaveYard
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0c53fbe174
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Minor refactor of lightmap loading code
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2025-03-15 20:32:04 +01:00 |
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Magnus Norddahl
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7a59234bb4
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Add lm_dynlights CVAR for running dynamic lights entirely in lightmaps
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2025-02-01 21:21:33 +01:00 |
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Ricardo Luís Vaz Silva
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c923ed233e
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remove SectorChangedOther/OnSectorChangedOther
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2025-01-28 08:50:50 +08:00 |
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Ricardo Luís Vaz Silva
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65b75814ab
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update walls on texZ change
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2025-01-28 08:50:50 +08:00 |
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