Magnus Norddahl
306303b9a6
Fix console colors not working before an iwad has been selected
2025-01-08 23:29:00 +01:00
Magnus Norddahl
c7e1eb5f78
Force linking of .obj files not directly referenced
2025-01-08 23:29:00 +01:00
Magnus Norddahl
a466fbd35a
Create two executables - one for the game and one for the baking tool
2025-01-08 23:28:59 +01:00
Ricardo Luís Vaz Silva
fee7fed1d0
add in/out varyings to materials in gldefs
2025-01-09 05:49:10 +08:00
Ricardo Luís Vaz Silva
ea09ae1461
implement custom uniforms for material shaders
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
d23c727350
refactor custom uniforms in preparation for custom material uniforms
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
6a2ade1988
fix TMap
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
711f2b5f92
add custom vertex shaders
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
3a31008aa8
implement global shaders
2025-01-08 18:25:36 +08:00
Ricardo Luís Vaz Silva
5938204fa9
add default values, vec4 uniforms, and cvar uniforms to post-process uniforms
2025-01-07 00:42:50 +01:00
Ricardo Luís Vaz Silva
9073fb8501
add shadowMinQuality property and gl_light_shadow_max_quality CVar
2025-01-03 07:30:54 +01:00
Ricardo Luís Vaz Silva
e75d8d35eb
move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
2025-01-03 07:30:54 +01:00
Magnus Norddahl
55144b3330
Explicitly set the symbol options, image and pdb paths
2025-01-02 02:16:05 +01:00
Magnus Norddahl
c85b0096a2
Maybe we also need the image path
2025-01-02 01:49:44 +01:00
Magnus Norddahl
e5648eae9d
Explicitly add the executable directory to the windbg search path
2025-01-02 01:23:18 +01:00
Magnus Norddahl
3cf479fff8
Check if PDB file can be found as it seem people either don't install it or windbg doesn't always use it?
2025-01-01 23:31:28 +01:00
Ricardo Luís Vaz Silva
9d9938cccc
Fix cache while trace isn't moved to GPU
...
isn't the fastest or most memory efficient fix, but should hopefully only be temporary
2024-12-31 04:43:27 +08:00
Ricardo Luís Vaz Silva
728b6c0039
add portals/midtextures to ray-traced dynamic lights
2024-12-30 20:37:18 +01:00
Ricardo Luís Vaz Silva
aa51ac7b6d
only lightmap updated tiles once they're visible
2024-12-22 00:28:03 +01:00
nashmuhandes
c2808809b7
Add customizable sunlight intensity (both to ZDRayInfo and ZScript)
2024-12-21 17:48:17 +01:00
nashmuhandes
22eb817db1
Don't save the lm_ao and lm_bounce CVARs as they're meant to be used during the baking step only, on top of being too slow for realtime use.
2024-12-21 18:57:20 +08:00
Magnus Norddahl
bd6101bf13
Fix crash if the BLAS turned out to be completely empty
2024-12-19 03:31:18 +01:00
Rachael Alexanderson
b85b7c18da
Merge branch '4.14' of c:/projects/gzdoom into gzd4-14-merge
2024-12-18 10:23:00 -05:00
Rachael Alexanderson
c2bce2760b
Merge commit ' e73969d' into gzd4-12-merge
2024-12-18 10:20:53 -05:00
Magnus Norddahl
acdf49ee7a
Don't use glcycle_t
2024-12-17 00:39:38 +01:00
Magnus Norddahl
e30831a409
Clean up the ranges code a bit
2024-12-16 22:17:18 +01:00
Magnus Norddahl
0d87875003
Add some more null checks
2024-12-16 11:32:39 +01:00
Ricardo Luís Vaz Silva
b5b3fe1b5e
remove "DECORATE" from error string
...
* print warning count as well
* allow treating warnings as errors
2024-12-16 04:36:48 -05:00
Magnus Norddahl
e0a7e2e8cc
Add build time to cpublasinfo
2024-12-15 22:42:24 +01:00
Magnus Norddahl
82e748cb49
Fix typo
2024-12-15 16:41:24 +01:00
Magnus Norddahl
e002697598
Add cpublasinfo ccmd
2024-12-15 16:30:19 +01:00
Boondorl
4d5bba8d02
Clean up decal behavior
...
Only update the mesh if a decal was truly created/destroyed
2024-12-14 05:40:45 +08:00
Ricardo Luís Vaz Silva
7fed2b85f6
remove version check for array type fix, to prevent crashes/etc with bad types
2024-12-12 15:19:18 -05:00
Magnus Norddahl
1004d6ae20
Exclude inactive triangles from subdivide
2024-12-12 20:18:27 +01:00
Magnus Norddahl
ab7c7cb465
Allocate from the start of the free lists
2024-12-12 20:08:38 +01:00
Magnus Norddahl
c46896599c
Use the SSE2 version in debug builds as its faster when the optimizer isn't running
2024-12-12 20:08:08 +01:00
Magnus Norddahl
9729d8abc0
Fix median not getting initialized
...
Added some SSE2 code that wasn't faster unfortunately
2024-12-11 01:28:52 +01:00
Magnus Norddahl
6190ffecda
Also expand the bbox for the TLAS tree
2024-12-10 23:12:12 +01:00
Magnus Norddahl
bc5bf8ca7b
Increase the bounding box for numerical stability
2024-12-10 23:10:16 +01:00
RaveYard
3e10e3f551
Fix M_SaveBitmap stream buffer size
...
- credits to dpJudas for the solution
2024-12-10 01:28:56 -05:00
dpjudas
55aa1d44eb
Resize node buffer if too small
2024-12-08 04:40:24 +01:00
Christoph Oelckers
9b62379645
removed -hashfiles after finding out it had been broken for an extended time period.
...
this is a strong indicator that nobody was using it - and I do not feel like fixing such an invasive feature with little utility.
2024-11-23 21:10:11 +01:00
Christoph Oelckers
e0778e23eb
M_SaveDefaults is also not part of the common engine backend.
2024-11-23 20:39:23 +01:00
Christoph Oelckers
ca3b0737ea
contain the statnum hack for visual thinkers on the game side.
...
This got used from precisely one place, which can easily handle it itself.
2024-11-23 20:39:23 +01:00
Christoph Oelckers
2dcd0fcda4
moved another declaration out of a global header.
2024-11-23 20:39:23 +01:00
Christoph Oelckers
f2b52f620b
move game-specific CVAR out of low level system code.
2024-11-23 20:39:22 +01:00
nashmuhandes
2e09abc4e8
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-16 13:16:21 +08:00
Boondorl
3ea5be1ea7
Reworked FRandom constructors
...
Removes ambiguity while keeping old constructor syntax in check for better overall portability.
2024-11-15 23:56:23 -03:00
Boondorl
a1a4a97dcd
Added RNG snapshotting for predicting
...
Allows RNG seeds to be played back in a predictive way paving the road for predictive behaviors that rely on RNG.
2024-11-15 23:56:23 -03:00
Boondorl
597b06ae52
Added CRandom functions
...
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00