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