Magnus Norddahl
51c6e8add6
Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
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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
Magnus Norddahl
dfeec3c123
Hook up lm_always_update
2025-05-15 10:07:25 +02:00
Ricardo Luís Vaz Silva
9f23178e76
save extraArgs to CVar for easier testing
2025-05-14 23:25:19 +02:00
Magnus Norddahl
5299453486
Fix missing lights when baking a map with vktool
2025-05-14 15:08:42 +02:00
Magnus Norddahl
23e4c46684
Restrict light-only changes to only happen in sectors with the SECF_LM_DYNAMIC flag
2025-05-14 13:26:10 +02:00
dpjudas
33b2c792cd
Pick up iwads from folders
2025-05-14 02:15:37 +02:00
Magnus Norddahl
156d7e7af2
Correctly apply sunlight to line portals
2025-05-13 15:18:33 +02:00
Magnus Norddahl
0c0e29b18d
Add sunlight to line portals
2025-05-13 14:38:35 +02:00
Magnus Norddahl
76fb5901d7
Only force baking of tiles where the geometry changed
2025-05-13 01:52:02 +02:00
RaveYard
27f0bea2bc
Prevent levelmesh updates when ceiling/floor is moving at a zero speed
2025-05-13 01:50:41 +02:00
Magnus Norddahl
398c9304b6
Enable background tile updates again
2025-05-13 00:27:42 +02:00
Ricardo Luís Vaz Silva
f522296970
cache FName conversion for GetGlobalShader
2025-05-12 23:28:04 +02:00
Magnus Norddahl
b27d094def
Improve GetVisibleSurfaces performance
2025-05-12 22:43:30 +02:00
Magnus Norddahl
2d772dc0f2
GCC doesn't like this static const int for some weird reason...
2025-05-12 20:00:32 +02:00
Magnus Norddahl
be4b0cb67b
Stop memory allocations by keeping the RectPacker around
2025-05-12 14:26:24 +02:00
Magnus Norddahl
5d3f16b0d6
Only update VBO lightmap if its a full update
2025-05-12 13:41:51 +02:00
Magnus Norddahl
3127e2598a
Implement the shadow and light list updates
2025-05-12 13:23:56 +02:00
Magnus Norddahl
5f3f51140f
Remove debugging code
2025-05-12 12:10:08 +02:00
Magnus Norddahl
2c069349a3
Portal and high update count fixes
2025-05-12 00:39:41 +02:00
Magnus Norddahl
8bf31755df
Update sectors and sides where light falls
2025-05-11 20:32:43 +02:00
Magnus Norddahl
6cf3cdb871
Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles)
2025-05-11 20:11:18 +02:00
Magnus Norddahl
bfb37a89c3
Fix deactivated lightmap light not working
2025-05-11 17:58:07 +02:00
Ricardo Luís Vaz Silva
7f031ab2cc
fix MDL_USEROTATIONCENTER
2025-05-11 12:35:35 +08:00
Ricardo Luís Vaz Silva
4bdc3ee28d
fix CalcModelFrame/SetBone/GetBone/SetAnimation not grabbing smf from modeldata for decoupled anims
2025-05-11 10:46:43 +08:00
Magnus Norddahl
b61941b4a6
Add IsActive check in DoomLevelMesh::CreateLightList
2025-05-10 16:03:35 +02:00
Magnus Norddahl
ae33d583ad
A hack is best solved by adding another hack on top. Everyone knows this.
2025-05-10 03:07:17 +02:00
Magnus Norddahl
6e5df8ef4c
Fix the shadow data VBO not updating its lightmap UVs
2025-05-10 03:07:17 +02:00
Magnus Norddahl
737b7ece96
Dynamically allocate and free lightmap tiles
2025-05-10 03:07:17 +02:00
Ricardo Luís Vaz Silva
d5f5c71d67
Bone Getters Part 2/3, plus fixed warnings for MSVC
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* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets
2025-05-10 08:42:20 +08:00
nashmuhandes
db8bdab669
Fix coronas duplicate-drawing sometimes
2025-05-03 07:01:11 +08:00
Nash Muhandes
bc76545e44
Merge pull request #157 from RicardoLuis0/gz_merge
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4.14.2 merge
2025-05-03 04:33:52 +08:00
Ricardo Luís Vaz Silva
0efa138cca
fix up merge issues
2025-05-02 17:19:07 -03:00
Ricardo Luís Vaz Silva
9aa44fa13b
Merge branch '4.14.2' into gz_merge
2025-05-02 17:15:41 -03:00
Ricardo Luís Vaz Silva
99aa489d09
4.14.2 model refactor cherry pick
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Continuous Integration / macOS | Debug (push) Has been cancelled
Continuous Integration / Linux Clang 11 | Debug (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Debug (push) Has been cancelled
Continuous Integration / Linux GCC 12 | MinSizeRel (push) Has been cancelled
Continuous Integration / Linux GCC 9 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / macOS | Release (push) Has been cancelled
Continuous Integration / Linux Clang 15 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2019 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Release (push) Has been cancelled
g4.14.2
* split frame info calculation from RenderFrameModels
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
2025-05-01 18:22:30 -04:00
Ricardo Luís Vaz Silva
091e5d76d5
set zscript version as 4.15.1 for now, since bone manip is 4.15.1
2025-05-01 15:47:38 +02:00
Ricardo Luís Vaz Silva
8833126801
Bone Manip part 1 - bone setters
...
* split frame info calculation from RenderFrameModels
* clean up fvec4 being used as quat in iqms
* initial work on bone setting
* implement bone setters
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
* refactor BoneOverride in preparation for translation/scale overrides
* clean up macros
* SetBoneTranslation/SetBoneScaling
* GetBoneOffset
* fix compilation on linux/mac (fuck you MSVC)
* fix typo 😅
* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
* bone info getters
* fix joint lengths, add joint dirs
* serialize bone overrides
* fix bone dir return type
* GetBoneIndex/GetBoneCount
* helper functions for working with non-quat angles
* add mode enum, add more helper functions
* fix up formatting
2025-05-01 15:47:38 +02:00
Ricardo Luís Vaz Silva
3befb3f5e7
limit light alpha mult to renderflag
2025-04-29 15:49:55 -03:00
Ricardo Luís Vaz Silva
eee9382d88
4.14.2
2025-04-29 08:14:34 -03:00
Xaser Acheron
16dffcbbf0
add a few commonly-used gzdoom-specific properties to the dehacked parser
2025-04-29 08:06:01 -03:00
Xaser Acheron
fc470b4f7c
fix dsdhacked actors not spawning when placed in a map
2025-04-29 07:56:20 -03:00
DyNaM1Kk
2d030d5313
Added am_showlevelname CVar
...
Allows controlling the visibility of the level name on the automap.
2025-04-29 07:56:20 -03:00
MajorCooke
bf6f175305
SpawnBlood now returns an actor spawned by the function.
2025-04-29 07:56:20 -03:00
dileepvr
a2236c144e
Ensure boolean to suppress compiler warning
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Finally used `!!(...)` somewhere.
2025-04-29 07:56:19 -03:00
dileepvr
451b5cb5d9
Boolean op instead of mod with 2
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`( ... & 1)` is simpler than `(... % 2 != 0)`.
2025-04-29 07:56:19 -03:00
dileepvr
4162c4b19e
Fixed pitch culling in reflective flats for OoB Viewpoints
...
The vertical clipper needed viewpoint pitch sign to be flipped to work correctly. Only relevant for OoB viewpoints.
2025-04-29 07:56:19 -03:00
Boondorl
ce922225e7
Added OnLoad virtual
...
Allows for things to be reinitialized where needed for Thinkers. Moved hidden state of items over to OnLoad.
2025-04-29 07:56:19 -03:00
Ricardo Luís Vaz Silva
e406770efa
save togglehud to ini so that it can be properly restored on crash/exit
2025-04-29 07:56:19 -03:00
Ricardo Luís Vaz Silva
56999fecd2
fix bug with direct cvar assignment being mistakenly allowed
2025-04-29 07:56:19 -03:00
Magnus Norddahl
f360ae82cf
Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere...
2025-04-26 17:03:46 +02:00
Magnus Norddahl
91cc8b15ae
Oops, this shouldn't have been committed :p
2025-04-26 15:57:02 +02:00