Commit graph

20,822 commits

Author SHA1 Message Date
Boondorl
e7d0991798 Fixed JIT error with Conjugate/Inverse
These need to be compiler intrinsics since faux types aren't supported with self.
2025-05-30 10:58:10 -03:00
Magnus Norddahl
83441734da Improve side and sector draw performance a bit 2025-05-30 02:19:24 +02:00
Boondorl
486be3a5b6 Clear next and prev list pointers on VTs when destroyed 2025-05-29 15:42:28 -03:00
dpjudas
3b34a9d138 Fix compile error 2025-05-29 12:24:27 +02:00
Magnus Norddahl
00e200559a Fix crash for uneven core count and clock the draw times 2025-05-29 04:22:14 +02:00
Magnus Norddahl
c7a5914609 More reduce on the worker threads 2025-05-29 04:07:23 +02:00
Magnus Norddahl
b5f309ade9 Fix sprites 2025-05-29 03:08:09 +02:00
Magnus Norddahl
858013e607 Slice the BSP and process it on worker threads 2025-05-29 02:09:29 +02:00
Magnus Norddahl
3e1f22e4c0 Move CheckUpdate to main thread and use the portal clip 2025-05-29 01:21:20 +02:00
Magnus Norddahl
ead947b8b0 Add BSP walker class that can be run on multiple threads 2025-05-29 01:02:21 +02:00
Florian Piesche
7df36af376 Add Linux desktop launcher and metadata 2025-05-28 21:11:30 +02:00
dpjudas
9916b96e23 DispatchLightTiles seems to be crashing in some configurations 2025-05-28 03:21:43 +02:00
Ricardo Luís Vaz Silva
af653e8b67 bone getters part 2.5 2025-05-26 13:33:51 +02:00
Ricardo Luís Vaz Silva
c0c4b784ca GetBoneEulerAngles 2025-05-26 07:48:01 -03:00
Ricardo Luís Vaz Silva
cffdfa802e up vector for TransformByBone/GetBonePosition 2025-05-26 07:48:01 -03:00
Ricardo Luís Vaz Silva
097c99032c rename GetBone to GetBoneTRS in zscript 2025-05-26 07:48:01 -03:00
Dileep V. Reddy
95164cce51 Exposed some skymist variables to zscript. Created zscript levellocals functions ChangeSkyMist(TextureID skymist, bool usemist = true), SetSkyFog(int density), and SetThickFog(float distance, float multiplier), so people aren't tied to MAPINFO for such things. 2025-05-26 00:27:30 -03:00
dpjudas
cc92dda41a Avoid applying state on every draw 2025-05-26 04:26:36 +02:00
Magnus Norddahl
addddcd8ed Use clipper to find visible walls for hw_levelmesh 2025-05-26 02:03:47 +02:00
Magnus Norddahl
f302f03287 Change level mesh draw code to draw ranges in the mesh rather than the entire mesh 2025-05-25 18:18:29 +02:00
Ricardo Luís Vaz Silva
7461fc202b match gzdoom light limit 2025-05-25 13:54:16 +02:00
RaveYard
51a069a1a5 Delete invalid polyobjects from level array in PO_Init 2025-05-21 21:45:40 -03:00
Ricardo Luís Vaz Silva
706d1b6978 Scriptified scoreboard drawing 2025-05-21 10:50:34 -03:00
Ricardo Luís Vaz Silva
44710c6b1f implement linearity for cpu spritelight 2025-05-21 11:55:01 +08:00
Robert Godward
30a7ccb7da Move additional includes out of the FileSys namespace. 2025-05-20 15:29:23 -04:00
Magnus Norddahl
aa51b22f9c Add a safety check that the file is being compiled correctly 2025-05-20 20:23:02 +02:00
Magnus Norddahl
4a168993dc Special thanks to the compiler tool vendors for making it so trivial and easy to check for the CPU 2025-05-20 20:15:38 +02:00
Magnus Norddahl
1cec474884 Add AVX2 CPU check on startup 2025-05-20 19:57:42 +02:00
Magnus Norddahl
a85cd66747 Use the tonemap PP pass to convert blended render styles back to palette colors 2025-05-20 04:09:31 +02:00
Magnus Norddahl
3a9373da6c Don't draw translucent stuff with indexed textures 2025-05-20 03:41:20 +02:00
Magnus Norddahl
5a5c8d4bde Use the game palette to find the material color 2025-05-20 03:20:46 +02:00
Magnus Norddahl
ac335a5fbf Apply colormaps 2025-05-20 02:59:52 +02:00
dpjudas
3dbb4d7b9c Add lightmap and dynamic lights 2025-05-19 17:23:28 +02:00
Magnus Norddahl
990ce7c6c9 Render scene with indexed textures for vid_rendermode 2 2025-05-19 05:55:03 +02:00
nashmuhandes
783a3524ed Remove Linearity from A_AttachLight for now as it goes over the kFuncArgCount limit in the JIT (TODO: struct-ify A_AttachLight in future) 2025-05-18 03:43:07 +08:00
nashmuhandes
051751220b Add SoftShadowRadius and Linearity to GLDEFS and A_AttachLight 2025-05-18 02:08:37 +08:00
Ricardo Luís Vaz Silva
56e94cc268 don't use per-pixel lighting for particles/visualthinkers 2025-05-17 22:56:51 +08:00
nashmuhandes
af7c9db9c5 GLDEFS light intensity and A_AttachLight intensity, VKDoom edition 2025-05-17 21:43:47 +08:00
Ricardo Luís Vaz Silva
60baa0fdaa allow toggling nearest dither 2025-05-17 13:36:21 +02:00
nashmuhandes
b44f8f0cc9 - Add "Intensity" property for dynamic lights in GLDEFS that will multiply the brightness of the light, useful for overbrightening/underbrightening a light.
- Also add an "intensity" parameter for A_AttachLight in ZScript.

Note that for any kind of light overbrightening to do anything at all, one of the unclamped LightBlendModes in MAPINFO must be enabled.
2025-05-17 00:42:01 -03:00
Ricardo Luís Vaz Silva
a8810a16a8 shadowmap lights that don't hit one-sided walls if raytraced lights are enabled 2025-05-17 04:35:18 +02:00
nashmuhandes
4d42be0e90 Actually clamp the global sample distance early 2025-05-17 06:51:00 +08:00
Dileep V. Reddy
c6a6ae23a6 ThickFogDistance and ThickFogMultiplier MAPINFO variables adds thicker fog (Vulkan and OpenGL only) beyond ThickFogDistance, as long as it is possible. But default it is -1.f (disabled). 2025-05-15 23:24:49 -03:00
Ricardo Luís Vaz Silva
f4ac616b57 save extraArgs to CVar for easier testing 2025-05-15 20:50:22 -03:00
Ricardo Luís Vaz Silva
e0897ae8b2 remove broken precise midtexture trace, fix sky tracing for actors 2025-05-16 00:47:50 +02:00
Magnus Norddahl
66d4d2d7d0 Add regular sky into the IsSky check 2025-05-16 00:32:49 +02:00
Ricardo Luís Vaz Silva
814eb8da77 flag only skies as skies 2025-05-16 00:29:39 +02:00
Magnus Norddahl
b281c333a1 Simplify the check in the inner loop 2025-05-16 00:11:33 +02:00
Magnus Norddahl
1c4c5d93ca Only move plane up if its a doom sky 2025-05-16 00:07:48 +02:00
Magnus Norddahl
51c6e8add6 Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
2025-05-15 23:53:34 +02:00