Commit graph

19,741 commits

Author SHA1 Message Date
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