Shiny Metagross
5abadd3aab
A_ChangeModeldef
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-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)
This can change the modeldef, model and skins of an actor.
Currently, modelindex and skinindex accept indices from 0-15.
An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.
Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.
One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Christoph Oelckers
2c7761926e
- removed volatile type punning for clipping against line portals.
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This now uses a common base for line_t and HWLinePortal.
2022-07-14 10:39:11 +02:00
nashmuhandes
593627f049
Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
2022-06-22 09:36:04 +02:00
RaveYard
f9bf6f9311
Implement FVector ZScript for Actor Scale
2022-06-12 17:57:44 +02:00
Christoph Oelckers
344c6348fd
- sprite lightlevel cleanup and fixes.
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* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00
Major Cooke
3d14cec191
Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired.
2022-05-31 21:00:31 +02:00
Major Cooke
9ef202db26
LightLevel now works with fog.
2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d
Added LightLevel.
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- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag ( #1601 )
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Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Sally Coolatta
a98c1efc26
Add WorldOffset field
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Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Major Cooke
bf6849d184
This was missing in the commit.
2022-05-31 09:12:59 +02:00
Major Cooke
31fa78d7c9
Added the following GL Light flags:
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- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Christoph Oelckers
760bffbf06
- do not clamp warped textures.
2022-04-17 23:41:20 +02:00
Christoph Oelckers
1ba4dfbfa8
- fixed setup of PolyBSPs when the software renderer is active.
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Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Nikolay Ambartsumov
df976e218e
Add per-tier sidedef light levels to UDMF maps
2022-01-26 18:25:04 -05:00
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
Major Cooke
046799db68
Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem.
2022-01-24 12:00:33 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
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- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
bfb79e5b32
Merge branch 'master' into feature_weaponscale
2022-01-23 20:01:59 -06:00
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
64f4332b43
- add cmath includes to fix the mac compile std::floor errors
2022-01-20 13:31:57 -05:00
Xaser Acheron
441b70022d
apply weaponscale relative to baseline
2021-11-15 01:52:49 -06:00
Xaser Acheron
0b93aef776
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
2021-11-14 23:21:07 -06:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
1d0aed219e
- replaced MIN/MAX in all non-common code.
2021-10-30 10:16:52 +02:00
nashmuhandes
1c3e0f1a75
Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models.
2021-10-22 07:57:11 +02:00
nashmuhandes
4b386fd268
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-10-15 12:52:17 +08:00
Magnus Norddahl
81f7b083c0
Improve light probe lookup speed for large sectors by using a grid instead of subsectors
2021-10-15 04:21:18 +02:00
nashmuhandes
ea560172f7
Add light probes to wall decals
2021-10-14 17:35:44 +08:00
Magnus Norddahl
6a804cd4c7
Fix lightmaps got applied to model meshes
2021-10-14 06:11:54 +02:00
Magnus Norddahl
764a08752f
Use a faster way to find the closest light probe
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Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Magnus Norddahl
b59bd46b79
Fix crash in GetDynSpriteLight when the actor is null
2021-10-08 21:47:43 +02:00
nashmuhandes
635a279186
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-08 16:26:26 +08:00
Christoph Oelckers
8d9d56c339
- push sprite shadows a little back for distance sorting
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They always need to be behind sprites with the same distance.
2021-10-05 13:57:31 +02:00
Magnus Norddahl
247deff5bb
Fix using wrong lightmap UV coordinates after all the wall clipping did its thing
2021-10-03 03:47:40 +02:00
Magnus Norddahl
0ac1baac48
Simplify the lightmap array slightly
2021-10-02 22:14:56 +02:00
Magnus Norddahl
e0ea5e3b55
Add light probe support for sprites
2021-09-25 18:53:18 +02:00
nashmuhandes
934b5af975
Add lightmaps to 3D floors
2021-09-24 17:42:34 +08:00
nashmuhandes
3f3769afdb
- implement drawing sides with lightmaps
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- misc bug fixes in lump loading and format
2021-09-24 17:27:23 +08:00
Christoph Oelckers
a0043ec09d
- better handling of texture clamp state.
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Free combination of clamping with all texture modes still missing in GLES and Softpoly renderers!
2021-09-19 14:54:34 +02:00
Christoph Oelckers
fb107f80e6
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:09:05 +02:00
Christoph Oelckers
67958833b7
Merge branch 'gles2_merge'
2021-09-17 21:22:41 +02:00
Christoph Oelckers
918e9e9b0d
- fixed texture clamping for elements that are partially behind a slope.
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This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
b550f57ce3
- fixed: Brightmap application for horizons was undefined..
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This depended on the state of the previously rendered portal which could have switched it off.
2021-09-12 08:37:19 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
888eab3063
HUD model tweaks:
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- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
441cd0796f
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
2021-08-03 20:12:19 +02:00