nashmuhandes
|
21d99b105c
|
Merge branch 'master' of https://github.com/ZDoom/gzdoom
|
2024-09-27 23:52:20 +08:00 |
|
Ricardo Luís Vaz Silva
|
326480cb31
|
Fix typo
|
2024-09-25 18:57:05 -03:00 |
|
nashmuhandes
|
564798502e
|
Merge branch 'master' of https://github.com/ZDoom/gzdoom
|
2024-09-26 02:53:15 +08:00 |
|
Boondorl
|
8c10ac6f38
|
Added GetDecalName()
|
2024-09-24 23:38:43 -04:00 |
|
nashmuhandes
|
1fae4b9d4a
|
Merge branch 'master' of https://github.com/ZDoom/gzdoom
|
2024-09-24 15:31:08 +08:00 |
|
Rachael Alexanderson
|
3524d06813
|
- export FFont::GetChar() to ZScript
|
2024-09-20 20:00:01 +02:00 |
|
Gene
|
de87493c41
|
Fix incorrect boolean logic for drawBillboardFacingCamera
|
2024-09-20 08:38:45 -04:00 |
|
Gene
|
5347cdf569
|
Fix billboard facing camera only taking effect when used with XY billboarding
|
2024-09-19 10:56:24 -04:00 |
|
dpjudas
|
ec4dd5d1c2
|
Limit occlusion queries to 32k as that's what MoltenVK can handle
|
2024-09-19 03:00:51 +02:00 |
|
nashmuhandes
|
686320c94d
|
Don't light decal from lightmap tile if it's supposed to be fullbright
|
2024-09-18 20:00:31 +08:00 |
|
Ricardo Luís Vaz Silva
|
712dd1133d
|
Fix typo
|
2024-09-17 14:14:23 -03:00 |
|
nashmuhandes
|
f193e2134d
|
Bump ZScript version
|
2024-09-17 06:10:13 +08:00 |
|
nashmuhandes
|
0c3ebf451f
|
Fix missing serialization for skyspeed1 and skyspeed2
|
2024-09-16 19:02:09 -03:00 |
|
nashmuhandes
|
9c4814350f
|
Fix broken corona when the sprite contains alpha
|
2024-09-17 05:26:59 +08:00 |
|
Magnus Norddahl
|
1c3538d77e
|
Draw the particles
|
2024-09-16 22:53:01 +02:00 |
|
Magnus Norddahl
|
c3f65fecdb
|
Half the scene (all upper and lower walls) is drawn as masked unfortunately
|
2024-09-16 21:58:10 +02:00 |
|
Dileep V. Reddy
|
b79deabab1
|
Prevent console from laying open when intro cutscene plays on some systems.
|
2024-09-16 13:43:34 -04:00 |
|
Magnus Norddahl
|
76536be804
|
Use the dynamic lights from the level mesh in the light tiles shader
|
2024-09-16 18:06:21 +02:00 |
|
Magnus Norddahl
|
83009db3ec
|
Fix zminmax not being linear depth
|
2024-09-16 01:45:44 +02:00 |
|
Magnus Norddahl
|
b43f84def6
|
Hook up light tile visibility test
|
2024-09-16 01:04:53 +02:00 |
|
dpjudas
|
a885833db2
|
Add more code to the shader
|
2024-09-15 04:12:19 +02:00 |
|
Magnus Norddahl
|
2778225048
|
Run the ZMinMax pass before the light tiles compute shader
|
2024-09-15 01:44:34 +02:00 |
|
Magnus Norddahl
|
521e2ed39c
|
Run the light tiles compute shader
|
2024-09-14 04:59:39 +02:00 |
|
Ricardo Luís Vaz Silva
|
79dacdf1b7
|
Properly fix double interpolation for IQM models
|
2024-09-13 17:05:22 -03:00 |
|
Ricardo Luís Vaz Silva
|
1429e22441
|
rework interpolation to allow for precalculated frames
|
2024-09-13 17:05:22 -03:00 |
|
Magnus Norddahl
|
2ba2c24f6b
|
Add shaders for light tiles
|
2024-09-13 20:45:36 +02:00 |
|
Ricardo Luís Vaz Silva
|
b1318e4b22
|
quick fix for interpolation, TODO better fix
|
2024-09-13 12:17:09 -03:00 |
|
Ricardo Luís Vaz Silva
|
17d7006d72
|
replace naive interpolation logic with more exact logic
|
2024-09-13 12:17:09 -03:00 |
|
nashmuhandes
|
4b2cdd375a
|
Enable DisableAlphaTest feature inside Material blocks. Needed for some custom materials that need to do stuff with the material alpha.
|
2024-09-13 16:56:55 +08:00 |
|
dpjudas
|
98e58bf340
|
Create images and buffers needed for finding dynamic light visibility on the GPU
|
2024-09-13 02:21:03 +02:00 |
|
Christoph Oelckers
|
ed39413532
|
Render the bottom sky layer always with full opacity in the SW true color renderer.
No need to add explicit checks for color (0,0,0,0) here.
|
2024-09-12 08:47:00 +02:00 |
|
Cacodemon345
|
38290b6615
|
Truecolor sky: Draw opaque black background on transparent texels
Fixes HOM effect
|
2024-09-12 08:38:19 +02:00 |
|
Cacodemon345
|
ce24849adf
|
Add support for fire textures in ANIMDEFS
|
2024-09-12 08:38:19 +02:00 |
|
Ricardo Luís Vaz Silva
|
a663d97961
|
load id24res if present
|
2024-09-12 01:28:53 -04:00 |
|
Magnus Norddahl
|
d96dd8e7ba
|
Fix using wrong location for the light update
|
2024-09-11 01:58:34 +02:00 |
|
Magnus Norddahl
|
f0c018fdc6
|
Update light level in level mesh
|
2024-09-11 01:39:47 +02:00 |
|
nashmuhandes
|
fa0a88f85e
|
Merge branch 'master' of https://github.com/ZDoom/gzdoom
|
2024-09-11 00:11:39 +08:00 |
|
Dileep V. Reddy
|
aacc4d7278
|
PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code).
|
2024-09-10 10:58:36 -04:00 |
|
Magnus Norddahl
|
ab9c6c0f63
|
Use SSE2 for the sqrt as the other thing is super slow
|
2024-09-09 20:16:43 +02:00 |
|
nashmuhandes
|
58fecd4b92
|
Move depth fade definition to GLDEFS
|
2024-09-09 18:57:07 +08:00 |
|
nashmuhandes
|
27058efe85
|
Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
|
2024-09-09 17:06:04 +08:00 |
|
dpjudas
|
6c57283b25
|
Fix null pointer crash when there is no actor
|
2024-09-09 02:08:33 +02:00 |
|
Magnus Norddahl
|
f41e7f044a
|
Fix SceneLinearDepth texture using wrong size
|
2024-09-08 23:15:48 +02:00 |
|
Magnus Norddahl
|
f8f4ef5cbb
|
And the AMD image transition fun (Thanks AMD!)
|
2024-09-08 22:29:41 +02:00 |
|
Magnus Norddahl
|
b2040a0892
|
Add support for the poor souls on a 386 that can't afford to use full screen
|
2024-09-08 22:25:24 +02:00 |
|
Ricardo Luís Vaz Silva
|
afcd38907c
|
add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player
|
2024-09-08 17:10:33 -03:00 |
|
Magnus Norddahl
|
cc06294932
|
Remove linear depth from texture manager again (this wasn't a good idea)
Add linear depth texture to the fixed descriptor set
|
2024-09-08 21:18:22 +02:00 |
|
nashmuhandes
|
b8248a7744
|
Fix improper export of the DepthFadeFalloff variable
|
2024-09-09 03:13:46 +08:00 |
|
nashmuhandes
|
166d69164d
|
Set the depth fade render state from sprites
|
2024-09-09 02:53:31 +08:00 |
|
nashmuhandes
|
8f9cc1bc65
|
Prepare to add Actor depth fade
|
2024-09-09 02:38:22 +08:00 |
|