Commit graph

19,949 commits

Author SHA1 Message Date
Major Cooke
69001ad4f7 Added ExcludeNode virtual for actors to reject certain nodes of choice.
- Changed MeleeRange to FriendlySeeBlocks so it's supported by Doom Builder.
2024-03-05 13:44:38 -05:00
Major Cooke
81ebd8c8c4 More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
ad52e2cc1e AStar 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
3348822390 ... 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
cc51b486e0 TArray Binary Search 2024-03-05 13:44:38 -05:00
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
dpjudas
5f65e2914d Adjust the comment about lightmap tile differences between zdray and the internal lightmapper 2024-03-03 02:04:42 +01:00
Magnus Norddahl
6a7c17dfd6 Fix 3d floor sides not getting lit 2024-03-01 19:30:36 +01:00
Boondorl
3033fafaa7 Improvements to death and cheat handling
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.
2024-03-01 08:35:31 -05:00
Boondorl
12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00
Boondorl
30730647fe Fixed inconsistencies between player and monster morphing
The Tome of Power and Chaos Device will now work on non-players. The STAYMORPHED flag will now work on players.
2024-03-01 08:35:31 -05:00
Boondorl
2c09a443b4 Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
2024-03-01 08:35:31 -05:00
Boondorl
b469770ecc Reworked view offsetting
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
2024-03-01 07:10:26 -05:00
Rachael Alexanderson
08a093ffda
- merge pull request https://github.com/ZDoom/gzdoom/pull/1577/files 2024-03-01 05:56:15 -05:00
Magnus Norddahl
2ba2553c60 Fix sample distance 2024-03-01 11:55:15 +01:00
Magnus Norddahl
08e06b399b Default ambient occlusion, soft shadows and bounces to be off for the internal light mapper 2024-02-28 01:03:06 +01:00
Magnus Norddahl
c98930a88c Atlas tile adjustments 2024-02-28 00:59:41 +01:00
Christoph Oelckers
ef4c4ee503 fixed resource leak in OpenDecompressor 2024-02-27 07:20:40 +01:00
RaveYard
205d4b5ff3 Support negative fadestep for particles 2024-02-27 07:03:16 +01:00
Rachael Alexanderson
47be9c1e54
- fix https://github.com/ZDoom/gzdoom/issues/2415 - wait to call V_Init2() until after exec commands are processed 2024-02-26 13:55:54 -05:00
Magnus Norddahl
60cdb871d2 Add light bounce 2024-02-26 17:00:28 +01:00
Magnus Norddahl
ccc5c259ad Grab the light list from the surfaces in the shader 2024-02-26 16:15:14 +01:00
Magnus Norddahl
68f9fee55b Make the light list part of the level mesh 2024-02-26 15:57:32 +01:00
Boondorl
49cac88c12 Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2024-02-26 06:23:25 -05:00
Boondorl
e37c19b5b4 New API for assigning unique network ids to objects 2024-02-26 06:23:12 -05:00
Boondorl
4d1590ad82 Fixed view position forcing camera interpolation
Fixed absolute view position not working. Camera Actor is no longer visible when using view offsets.
2024-02-26 06:47:05 +01:00
Boondorl
a1a916a823 Added real-time client camera tracking for texture cams 2024-02-24 17:57:53 +01:00
Boondorl
e4ea5ad307 Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
2024-02-23 22:44:18 +01:00
Ricardo Luís Vaz Silva
d848a57bac Fix readonly for SpecialBounceHit virtual 2024-02-23 07:07:56 +01:00
Magnus Norddahl
144caa0902
Fix precache unload bug in FHardwareTextureContainer::UnmarkAll 2024-02-19 06:45:30 -05:00
Magnus Norddahl
c9612b0cab
Fix memory leak due to IHardwareTexture forward declaration 2024-02-19 06:45:18 -05:00
Magnus Norddahl
fc6e5860e2 Fix precache unload bug in FHardwareTextureContainer::UnmarkAll 2024-02-19 12:25:05 +01:00
Magnus Norddahl
3247f7c67a Fix memory leak due to IHardwareTexture forward declaration 2024-02-19 10:16:36 +01:00
Magnus Norddahl
08d376d3f4 Add hwtexture count to vk_mem_budget 2024-02-19 10:00:46 +01:00
dpjudas
a9a5ee8a96 Enable more extensions desired by vk_mem_alloc and add vk_membudget cvar 2024-02-19 09:27:51 +01:00
Ricardo Luís Vaz Silva
bc26c54b15 Fix readonly native structs 2024-02-17 07:23:00 +01:00
dpjudas
30cc548d92 Limit the uniform buffer block size to 1 MB for drivers that report gigabytes 2024-02-14 05:50:28 +01:00
Magnus Norddahl
1a7407944e Always use indirect draw 2024-02-11 02:12:18 +01:00
Magnus Norddahl
75b70abcb3 Fix sunlight coming from sector portals 2024-02-10 02:19:59 +01:00
Magnus Norddahl
73ee25ad39 Remove the need for pipelines for each material layer count 2024-02-10 01:42:28 +01:00
Magnus Norddahl
4fbb58d836 Switch to using bindless textures for the entire hwrenderer 2024-02-10 01:36:27 +01:00
Magnus Norddahl
94eb96a235 Fix trace bug for when rayquery is not available 2024-02-10 00:55:29 +01:00
Rachael Alexanderson
d8ef27e0ed
Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:46 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit d2c2c93cf1.

commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:41 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit dc897eacc0.

commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:10:21 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit 26908f5bc5.

commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:15 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit 08b03e6b19.

commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:06 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit d3405837ce.

commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:59 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit e171f4eb6a.

commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:48 2024 -0500

    Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."

    This reverts commit c8a7507e8e.

commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:00:46 2024 -0500

    Revert "Cleaning up implementation of isometric camera with optional orthographic projection."

    This reverts commit 25f1407228.

commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:25 2024 -0500

    Revert "Small change to SpectatorCamera actor."

    This reverts commit 2b555d7556.

commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:16 2024 -0500

    Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."

    This reverts commit 7fbb4cd06c.

commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:05 2024 -0500

    Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."

    This reverts commit c3ca564cfc.
2024-02-09 12:15:17 -05:00
Magnus Norddahl
c1d0963da4 Rewrite the GLSL ray trace code so it does not use global variables!!
Fix portals not working
2024-02-09 12:08:16 +01:00
Magnus Norddahl
445170e33f Fix black screen when frame ended without an active 2D drawer 2024-02-09 02:37:16 +01:00
Magnus Norddahl
2411b103b5 Keep bindings in the mesh 2024-02-08 21:27:16 +01:00
Ștefan Talpalaru
b5eb8f47db GCC-13 support, when precompiled headers are off 2024-02-05 17:40:37 +01:00
Hugo Locurcio
97cfd32677 Add a cvar to swap health and armor position on alternative HUD
When enabled, this makes the layout identical to the standard HUD
(similar to how most other games lay out health and armor on a HUD).
2024-02-04 20:13:18 -03:00
Christoph Oelckers
5b793958f9 fix uniform buffer size check 2024-02-04 23:06:02 +01:00