Ricardo Luís Vaz Silva
3f4c66681e
more misc animation fixes
2025-02-09 01:48:31 +08:00
Magnus Norddahl
7a59234bb4
Add lm_dynlights CVAR for running dynamic lights entirely in lightmaps
2025-02-01 21:21:33 +01:00
nashmuhandes
87bda3d8d4
Remove bone component cache, VKDoom Edition
2025-01-30 21:54:29 +08:00
nashmuhandes
aba5cbf768
Revert "fix for vkdoom"
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This reverts commit 5eb9a1095e .
Revert "upload bones 😅 "
This reverts commit cc766311f7 .
Revert "remove bone component cache to decrease memory consumption"
This reverts commit e2908ce0a3 .
2025-01-30 20:44:14 +08:00
Ricardo Luís Vaz Silva
e2908ce0a3
remove bone component cache to decrease memory consumption
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caching this is entirely unnecessary, as it changes every frame
2025-01-30 20:37:08 +08:00
Boondorl
b68c7545cd
Fixes for dynamic lights
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Fixed released lights not unlinking in rare cases. Fixed first Actor in cache being missed when destruction checking. Fixed results cache not being cleared on update.
2025-01-21 21:19:03 +01:00
dpjudas
f127c2c164
Replace targSubsector with targSection as that is what it is nowadays
2025-01-21 01:54:53 +01:00
Ricardo Luís Vaz Silva
a7b20183f1
gpu actor tracing (NOT WORKING)
2025-01-20 16:45:08 +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
9d9938cccc
Fix cache while trace isn't moved to GPU
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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
Ricardo Luís Vaz Silva
af5497c6dd
force updated lights to ignore actor trace cache
2024-12-20 05:29:05 +01:00
Ricardo Luís Vaz Silva
d35195bded
mark old tiles for update
2024-12-20 01:41:06 +01:00
Ricardo Luís Vaz Silva
46eab8409e
mark tiles for update for flicker/pulse lights
2024-12-20 01:41:06 +01:00
Ricardo Luís Vaz Silva
bca75ef346
check if color changes for lightmap update
2024-12-19 15:34:58 +08:00
Ricardo Luís Vaz Silva
9bc8b50521
move condition to outside the loop
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(better for debug builds)
2024-12-19 15:34:58 +08:00
Ricardo Luís Vaz Silva
79a7d53364
auto-mark tiles for update if a lightmap light moves or changes radius or toggles
2024-12-19 15:34:58 +08:00
Ricardo Luís Vaz Silva
5d35ae9b4d
also do Actor Trace for non-lightmaplights if gl_light_shadows is 2
2024-12-19 12:53:17 +08:00
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
Ricardo Luís Vaz Silva
b37b95aa04
Fix damage being skipped for spectral puffs
2024-12-17 02:55:59 -05:00
Boondorl
8b03f32ce6
Fixed missing 3D floor trace check
2024-12-14 06:08:38 +08:00
Boondorl
4d5bba8d02
Clean up decal behavior
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Only update the mesh if a decal was truly created/destroyed
2024-12-14 05:40:45 +08:00
Boondorl
0b8989968d
3D floor performance fix
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Prevent dummy trace sectors from sending updates to the accel struct
2024-12-12 16:05:09 +08:00
Boondorl
fc3a2e2ad1
Fixed A_SprayDecal not working on 3D floors
2024-12-10 01:28:56 -05:00
Ricardo Luís Vaz Silva
0087616511
misc decoupled animation fixes
2024-12-10 01:28:55 -05:00
Boondorl
a88516bbd2
Various bouncing fixes
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Fixed bounce flag checks being inversed on 3D floors. Decoupled wall bouncing flag from floor/ceiling flags since they relied on it in the case of hitting steep ramps. Fixed wall bounces that actually bounce off planes not returning the correct value.
2024-12-10 01:28:32 -05:00
Boondorl
859bca4476
Fixed successful bounces on Actor tops not damaging them
2024-12-10 01:28:32 -05:00
Boondorl
ac2c174161
Added ripper damage logic to DoMissileDamage
2024-12-10 01:28:31 -05:00
Boondorl
493ebb8bcb
Fixed angleOffsetTargets not being initialized
2024-12-10 01:28:31 -05:00
Boondorl
abf0206706
Fixes for serializing and initializing
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Fixed missing DViewPosition serializing. Fixed missing initializers in player_t.
2024-12-10 01:28:31 -05:00
Cacodemon345
2ad191b374
Add WorldRailgunFired
2024-12-10 01:27:56 -05:00
Cacodemon345
fe2a95c6ff
Add WorldRailgunPreFired for railgun attacks
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Add AttackLineFlags for WorldHitscanPreFired
Indentation fixes in event.zs
2024-12-10 01:27:56 -05:00
Boondorl
b56190d2c4
Fixed incorrect autooff behavior on ceiling bounce ( #2837 )
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* Fixed incorrect autooff behavior on ceiling bounce
* Fixed incorrect Actor bouncing behavior
2024-12-10 01:27:56 -05:00
Boondorl
79a4191742
Bandaid fix for 3D floor collision detection in traces
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Correctly evaluate if a 3D floor starts above the ceiling/below the ground when testing against them, that way they won't be ignored on line hit. This fixes a lot of edge cases with ramps in particular.
2024-12-10 01:27:56 -05:00
Boondorl
488d4f0c71
Fixed bouncing on 3D floors ( #2835 )
2024-12-10 01:27:55 -05:00
Magnus Norddahl
db4472b067
Maps with a ZDRayInfo must always have dynamic lights (gl_lights cvar is ignored in this situation)
2024-12-06 20:58:12 +01:00
Boondorl
941f9502e9
Improved "respawn where died" functionality ( #2831 )
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Now uses a "last safe position" system instead. This:
-Prevents players from slipping into places they shouldn't via their dead body and then respawning there
-No longer sends players back to spawn if they fall into kill pits
-Adds a safety feature where the kill command always resets back to spawn should a player ever get stuck somewhere
2024-11-24 09:44:47 -05:00
nashmuhandes
e73969d5a5
Merge commit ' 878c5f0857' into gzd-master-experimental
2024-11-24 07:59:06 +08:00
Christoph Oelckers
f2b52f620b
move game-specific CVAR out of low level system code.
2024-11-23 20:39:22 +01:00
Boondorl
878c5f0857
Fixed missing checks in P_TestMobjZ ( #2827 )
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Adds in missing missile checks and fixes ordering to match P_CheckPosition to give more consistency.
2024-11-22 06:23:53 -05:00
Boondorl
1825c8ba77
Fixed poison not clearing on revive
2024-11-21 12:32:47 -03:00
jekyllgrim
99c058d168
Added WorldHitscanFired and WorldHitscanPreFired ( #2432 )
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* Added WorldHitscan events
* DVector3 → const DVector3&
2024-11-20 10:26:00 -05:00
nashmuhandes
2e09abc4e8
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-16 13:16:21 +08:00
Boondorl
268dad18f7
Discs no longer blast players with collision disabled
2024-11-15 23:58:28 -03:00
Boondorl
3ea5be1ea7
Reworked FRandom constructors
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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
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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
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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
nashmuhandes
1770bbc0d0
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-15 00:42:38 +08:00