* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets
* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets
* split frame info calculation from RenderFrameModels
* clean up fvec4 being used as quat in iqms
* initial work on bone setting
* implement bone setters
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
* refactor BoneOverride in preparation for translation/scale overrides
* clean up macros
* SetBoneTranslation/SetBoneScaling
* GetBoneOffset
* fix compilation on linux/mac (fuck you MSVC)
* fix typo 😅
* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
* bone info getters
* fix joint lengths, add joint dirs
* serialize bone overrides
* fix bone dir return type
* GetBoneIndex/GetBoneCount
* helper functions for working with non-quat angles
* add mode enum, add more helper functions
* fix up formatting
* split frame info calculation from RenderFrameModels
* clean up fvec4 being used as quat in iqms
* initial work on bone setting
* implement bone setters
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
* refactor BoneOverride in preparation for translation/scale overrides
* clean up macros
* SetBoneTranslation/SetBoneScaling
* GetBoneOffset
* fix compilation on linux/mac (fuck you MSVC)
* fix typo 😅
* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
* bone info getters
* fix joint lengths, add joint dirs
* serialize bone overrides
* fix bone dir return type
* GetBoneIndex/GetBoneCount
* helper functions for working with non-quat angles
* add mode enum, add more helper functions
* fix up formatting
To activate, use `SetParticleType(int type)`. To deactivate, use `DisableParticle()`.
Types are:
- PT_DEFAULT (default value; uses `gl_particles_style`)
- PT_SQUARE
- PT_ROUND
- PT_SMOOTH
While in this mode:
- `Texture` & `Translation` are ignored
- `Scale.X` sets the size
- `SColor` sets the color
Misc changes:
- Removed warning on textureless destruction
To activate, use `SetParticleType(int type)`. To deactivate, use `DisableParticle()`.
Types are:
- PT_DEFAULT (default value; uses `gl_particles_style`)
- PT_SQUARE
- PT_ROUND
- PT_SMOOTH
While in this mode:
- `Texture` & `Translation` are ignored
- `Scale.X` sets the size
- `SColor` sets the color
Misc changes:
- Removed warning on textureless destruction
Rewrote lobby to unify common and Doom-specific packet structure, allowing for saner handling of in-game joining. Added a new per-client stage system that allows individual clients to be handled at a time when gathering and sharing info. Reworked lobby UI to display user info and added kick/ban functionalities. Bans are only a temporary per-game IP ban (use passwords to keep unwanted users out). Increased max player count to 64 and unified engine constant.
Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it.
Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead.
Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics.
Added flags for P_HitWater().
Added optional overridable footsteps for players.
Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run.
Added generic StepSound TERRAIN property.
Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones.
Simplified MakeFootsteps().
Also removed a leftover debug message.
* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
This reverts commit 3033fafaa7.
Revert "Improved ZScript interface for morphing"
This reverts commit 6c64a4403c.
Revert "Further morphing clean up"
This reverts commit 12dc5c1506.
Revert "Fixed inconsistencies between player and monster morphing"
This reverts commit 30730647fe.
Revert "Reworked Morphing"
This reverts commit 2c09a443b4.
- fix compile
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.