Nash Muhandes
7092550d3e
Merge branch 'master' into pr_lightmap_modding_vkdoom
2024-10-24 11:06:26 +08:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
2024-10-20 10:25:15 -04:00
nashmuhandes
a45bf49616
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:36:34 -04:00
Rachael Alexanderson
5fb83d4762
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
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This reverts commit 391f496512 .
2024-10-19 10:25:19 -04:00
Rachael Alexanderson
7a4a7146f5
Revert "- Actor.GetSpecies() is a non-destructive function"
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This reverts commit ee5442c06b .
2024-10-17 21:29:07 -04:00
Magnus Norddahl
7907c27c7c
Reduce AO sample count from 128 to 16
2024-10-17 00:42:08 +02:00
Magnus Norddahl
92dd53703b
Increase the bounce sample count
2024-10-17 00:29:25 +02:00
nashmuhandes
2d40055176
Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader)
2024-10-16 02:33:21 +08:00
nashmuhandes
83b988c76e
Merge branch '4.13' of https://github.com/ZDoom/gzdoom
2024-10-16 02:31:44 +08:00
Magnus Norddahl
8bddbea0bd
Turn off softshadow for bounces
2024-10-15 19:34:15 +02:00
Rachael Alexanderson
ffcce790de
- Actor.GetSpecies() is a non-destructive function
2024-10-15 10:56:50 -04:00
Major Cooke
cca1946201
Added (SPF_)STRETCHPIXELS.
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This counteracts the squaring implied by rolling sprites.
2024-10-15 10:56:43 -04:00
Rachael Alexanderson
992e01de05
- define dither shader in a way that is compatible with Apple's GLSL-to-metal compiler
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2024-10-12 04:28:22 -04:00
Rachael Alexanderson
4cb60265be
- language update
2024-10-12 01:04:18 -04:00
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
nashmuhandes
55940ba21d
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-10-10 22:04:23 +08:00
Ricardo Luís Vaz Silva
56787bbc17
Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
159ae02a2a
fix includes
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f226d6a00f
improve strength for small lights
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f11ed26eb8
deduplicate code
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e
switch from uniform to shader keys
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
37a7907221
Allow setting light attenuation mode from mapinfo
2024-10-09 04:44:51 +02:00
inkoalawetrust
354e5fed34
Made GetMidTexturePosition() const.
2024-10-06 22:36:49 +08:00
nashmuhandes
58ddcd4806
Merge commit ' 6b5be653dc'
2024-10-06 21:29:38 +08:00
inkoalawetrust
23d131f6c2
Made GetMidTexturePosition() const.
2024-10-05 23:10:45 -03:00
Christoph Oelckers
2e795bebb4
added a menu option for switching module players.
2024-10-05 12:53:21 +02:00
Blue Shadow
6b5be653dc
- set a default value of 1.0 for MissileChanceMult property
2024-10-05 11:43:44 +02:00
Christoph Oelckers
5b1f0fdc86
bFriendly should not be set from scripts because this omits needed bookkeeping.
2024-10-04 18:32:06 +02:00
Magnus Norddahl
7df842bbed
Add the shaders needed to create convoluted PBR maps
2024-10-04 02:46:07 +02:00
Christoph Oelckers
b667b930a3
fixed logic bug with HitFriend and Refire functions.
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The old code was essentially ineffective and useless, this is how MBF had it and how it was supposed to be.
2024-10-03 22:30:09 +02:00
Magnus Norddahl
b06649097f
Use inverse square distance attenuation for PBR materials
2024-10-03 16:55:01 +02:00
Christoph Oelckers
3798fd815f
the MISSILE(EVEN)MORE flags still need to be accessible by ZScript for backwards compatibility.
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Since these do not exist anymore an internal interface to Handle/CheckDeprecatedFlags was added.
2024-10-03 12:32:09 +02:00
Christoph Oelckers
8354c4a5c3
Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom.
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This also adds proper deprecation messages to the deprecated flags which were missing due to a bad definition macro.
2024-10-03 12:24:16 +02:00
Magnus Norddahl
3e0fbff0cc
Removed some unused code
2024-10-03 02:59:27 +02:00
Magnus Norddahl
c0bbe3a43a
Hook up some more PBR stuff
2024-10-03 02:37:08 +02:00
Professor Hastig
2decf10863
add missing 'author' and 'label' UMAPINFO fields.
2024-10-01 12:23:27 -04:00
jekyllgrim
1392db2f5b
Made DamageSource and bIsPuff readonly
2024-10-01 11:53:11 -03:00
jekyllgrim
83165dccbf
Add damagesource
2024-10-01 11:53:11 -03:00
Cacodemon345
e88d912892
ID24 interlevel lumps implementation
2024-10-01 16:48:07 +02:00
Rachael Alexanderson
18c068fd1f
Revert "- fix some issues with ClearInventory() that sometimes caused script errors"
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This reverts commit 41c69736b1 .
This introduced more bugs and so the fix was not valid.
2024-09-30 03:28:15 -04:00
Rachael Alexanderson
41c69736b1
- fix some issues with ClearInventory() that sometimes caused script errors
2024-09-30 01:52:51 -04:00
Jon Heard
4c27b55eb9
SetSkin and GetSkinCount added to PlayerInfo class
2024-09-29 18:14:52 -04:00
inkoalawetrust
391f496512
Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
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- 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
bbeaea1ea7
- implement anamorphesis proof-of-concept ( #2431 )
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Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
RaveYard
a4c98d8dd9
Add RADF_CIRCULARTHRUST and matching XF_/RTF_ flags
2024-09-29 17:56:41 -04:00
Boondorl
1e96ed31aa
Exported DPrintf
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Allows for custom debug message handling using the built-in
2024-09-29 17:56:16 -04:00
jekyllgrim
994078feae
Added FloatBobFactor
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This adds a new actor property: `FloatBobFactor` (default 1.0). This will be a multiplier for level.time in `AActor::GetBobOffset`, which finally allows to control not only the range of float bobbing (which is FloatBobStrength) but also the frequency of bobbing.
2024-09-29 16:08:02 -04:00
Magnus Norddahl
7e83d726ca
Improve light level updates
2024-09-29 14:21:57 +02:00
nashmuhandes
564798502e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-26 02:53:15 +08:00
Boondorl
8c10ac6f38
Added GetDecalName()
2024-09-24 23:38:43 -04:00