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.
One line change in r_utility.cpp affecting a custom field.
Orthographic projection sees "more" of the sceen as fov increases, but only up to 180 degrees, after which it will have no effect.
Orthographic projection has no meaning for fov since there is no Frustum. But since this is fundamental to the engine, I am reinterpreting it. Cherno wanted this too.
I'll update the wiki if this gets in.
* 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.
Fixed missing teleport specials when predicting. Added rubberband limit; if too far away from the predicted position, will instead instantly snap the player's view to their new spot. Deprecated cl_noprediction; this was pointless as you'd never not want to predict your position/angles. Fixed angle targets not being backed up. Fixed oldbuttons not being set. Updated menu
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.
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.
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.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs
The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
VPSF_ALLOWOUTOFBOUNDS = 1 << 3, // Allow viewpoint to go out of bounds (hardware renderer only).
VPSF_ORTHOGRAPHIC = 1 << 4, // Use orthographic projection.
VPSF_ISOMETRICSPRITES = 1 << 5, // Displace sprites towards camera and don't billboard (drawn from isometric perspective).
Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file
Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
Revert "Restored r_orthographic behavior."
This reverts commit 26908f5bc5.
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit dc897eacc0.
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit d2c2c93cf1.
This also adds the `r_actorspriteshadowalpha` and `r_actorspriteshadowfadeheight`
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.
When enabled, this has two benefits:
- It becomes easier for the player to judge an entity's height since
the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow,
which looked strange.
* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.