Commit graph

351 commits

Author SHA1 Message Date
Nash Muhandes
7092550d3e
Merge branch 'master' into pr_lightmap_modding_vkdoom 2024-10-24 11:06:26 +08:00
dpjudas
dfbef085e6 Group lightmap variables and put polyobj walls in a dynamic lightmap atlas 2024-10-22 02:29:12 +02:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge 2024-10-20 10:25:15 -04:00
Rachael Alexanderson
5fb83d4762
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
This reverts commit 391f496512.
2024-10-19 10:25:19 -04:00
Ricardo Luís Vaz Silva
44e69451cf Hook up 3d floor updates to the level mesh 2024-10-15 18:33:30 +02:00
Ricardo Luís Vaz Silva
74a49ca919 change light strength to light linearity 0.0 = inverse square, 1.0 = linear 2024-10-11 11:43:09 +02:00
Ricardo Luís Vaz Silva
479e0c301e add light_noshadowmap/light_dontlightactors/light_dontlightmap to UDMF 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
56787bbc17 Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight 2024-10-09 04:44:51 +02:00
nashmuhandes
f5c06551e4 Use a light_ prefix for custom ZDRay stuff, and actually parse light_softshadowradius for map things 2024-10-06 11:24:04 -03:00
nashmuhandes
4bb61bed97 Use light_ prefix for soft shadows 2024-10-06 22:20:05 +08:00
nashmuhandes
58ddcd4806 Merge commit '6b5be653dc' 2024-10-06 21:29:38 +08:00
nashmuhandes
5ac0b1b84c Apply limits to the ZDRayInfo lm_sampledist value 2024-10-02 01:37:30 +08:00
nashmuhandes
9cd2f7530d Change default LightmapSampleDistance value to match the default value in UDB 2024-10-02 00:54:19 +08:00
inkoalawetrust
391f496512 Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking).
- Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses.
- Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
2024-09-29 18:12:30 -04:00
Rachael Alexanderson
89ce70fd0b - implement SPAC_Walking, mostly useful for teleports or for line crossings that should not happen when the player is falling or flying
- update UDMF spec entry
2024-09-29 16:06:36 -04:00
Magnus Norddahl
e0cba77646 Move levelmeshhelper completely out of the Common folder
Connect the level updates to the level mesh
2024-08-11 18:34:03 +02:00
dileepvr
95b264bdb6
Isometric Mode and Robin (#2618)
* 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.
2024-08-11 10:04:40 -04:00
Dileep V. Reddy
8a5e7449c1 Consolidated isometric mode commits. 2024-08-11 15:55:21 +02:00
Magnus Norddahl
f1b9e68305 Add more dynamic update code to level mesh 2024-08-11 01:15:44 +02:00
Magnus Norddahl
bde15af593 Merge remote-tracking branch 'gzdoom/master' 2024-07-23 19:23:26 +02:00
nashmuhandes
f671018700 Clean up lightmap stuff in the namedef 2024-07-20 12:56:56 -04:00
Ricardo Luís Vaz Silva
35f66c5cc2 add COMPATF2_NOACSARGCHECK to disable ACS function argument count checks 2024-06-24 17:23:08 -04:00
Magnus Norddahl
330ec45d84 Merge tag 'g4.12.2' 2024-06-23 22:27:45 +02:00
nashmuhandes
1a89307ee7 Rename SourceRadius to SoftShadowRadius 2024-06-15 18:08:37 +08:00
RaveYard
33c705863c Rename forceLightmaps to forceEnableLightmaps 2024-05-22 12:17:51 +02:00
RaveYard
9564de3f16 Expose lightmap defaults in mapinfo's gameinfo 2024-05-06 15:13:01 +02:00
Christoph Oelckers
370bec6c55 fixed GL nodes loader for maps loaded from mounted folders.
Due to how the reader  is created, READER_NEW will not work for it, it needs to force READER_CACHED.
2024-05-01 17:57:11 +02:00
Christoph Oelckers
81dade9ed5 fixed: for deleting files and folders on Windows we have to call the Unicode variants of these functions. 2024-05-01 09:50:19 +02:00
Christoph Oelckers
0049a00fe5 added emulation of Final Doom's teleporter z glitch and activate it for Saturnia MAP10 2024-04-27 12:32:19 +02:00
Christoph Oelckers
f7a15bc5f9 added emulation of Final Doom's teleporter z glitch and activate it for Saturnia MAP10 2024-04-27 10:46:29 +02:00
Rachael Alexanderson
9b950c7d2f
- compile fixes 2024-04-21 11:24:52 -04:00
Rachael Alexanderson
112c6cbccf
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzdoom-update-4-12-1 2024-04-21 11:05:59 -04:00
Rachael Alexanderson
558bd4674d
- handle dsda namespace like zdoom in udmf 2024-04-18 03:18:56 -04:00
Nash Muhandes
6226f03bb4
Update and correct ZDRay-related stuff in the specs and also in the n… (#2503)
* Update and correct ZDRay-related stuff in the specs and also in the namedef table

* Fix compile error
2024-04-17 18:53:46 -04:00
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
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
7bc2ed5436 Remove the submesh class as that caused more problems than it solved 2024-01-29 21:56:42 +01:00
inkoalawetrust
f2451ff44b Made the damage of polyobjects customizable..
The damage done by polyobjects can now be changed by altering the health value of the start spots. A health of 1 (Default) is the default damage of 3, anything above 1 is instant death, and negative health values are the exact damage the polyobject does with every collision with an actor.
2024-01-26 06:59:52 +01:00
Magnus Norddahl
5f3737f7ca Add cvar for ignoring the lightmap lump 2024-01-17 01:47:52 +01:00
Magnus Norddahl
e7763c8ff0 Ignore extra lightmap tiles generated by zdray 2024-01-17 01:43:14 +01:00
Magnus Norddahl
ee7771f71f ZDRay lump loading adjustments 2024-01-16 12:42:58 +01:00
Magnus Norddahl
805bce1166 Merge remote-tracking branch 'gzdoom/master' 2024-01-10 04:03:35 +01:00
Christoph Oelckers
ea65768e0b fixed compile errors. 2024-01-07 12:28:21 +01:00
Christoph Oelckers
f13ae3b706 addressed a few things pointed out by static analysis
* marking move assignments noexcept
* using [[fallthrough]] consistently.
* getting rid of alloca.
2024-01-07 08:46:47 +01:00
Magnus Norddahl
73ada7f84b Merge remote-tracking branch 'gzdoom/staging' 2024-01-02 17:10:47 +01:00
Magnus Norddahl
48b6a7ec46 Split level mesh surface from lightmap tiles as we have multiple surfaces per tile 2023-12-26 04:31:00 +01:00
Magnus Norddahl
1f6356f414 Plane shadow vertices must be created after the level mesh, otherwise they do not receive the lightmap UV coordinates 2023-12-26 04:31:00 +01:00
Magnus Norddahl
4ae767cc5a Fix polyobj planes ending up in the level mesh 2023-12-26 04:31:00 +01:00
Magnus Norddahl
4ca2ffd58e Implement line portals and improve sky handling 2023-12-26 04:31:00 +01:00