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
c2bce2760b
Merge commit ' e73969d' into gzd4-12-merge
2024-12-18 10:20:53 -05:00
nashmuhandes
be36118017
Exclude fullbright stuff from tracelighting
2024-12-17 10:07:44 +08:00
Magnus Norddahl
acdf49ee7a
Don't use glcycle_t
2024-12-17 00:39:38 +01:00
Magnus Norddahl
e30831a409
Clean up the ranges code a bit
2024-12-16 22:17:18 +01:00
Magnus Norddahl
e002697598
Add cpublasinfo ccmd
2024-12-15 16:30:19 +01:00
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
Ricardo Luís Vaz Silva
c2901404d5
ensure non-dynamic tiles are baked first
2024-12-14 05:40:32 +08:00
Magnus Norddahl
36d74cf8f9
Try try again
2024-12-12 23:21:45 +01:00
Magnus Norddahl
2040be87a5
One more save fix
2024-12-12 23:10:13 +01:00
Magnus Norddahl
bd3b41cffb
Don't save dynamic lightmap textures
2024-12-12 21:19:17 +01:00
Magnus Norddahl
22aab27058
Add some lame free list info
2024-12-12 18:58:47 +01:00
Magnus Norddahl
dafc612b68
Add measurement of how long DoomLevelMesh::BeginFrame took
2024-12-10 23:05:57 +01:00
nashmuhandes
ca469e57ed
Revert "Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way)"
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This reverts commit 1fc1f467a0 .
(Revert note: the fix here is messy and incorrect. Roll the code back to a cleaner slate to help smoothen the merge with the pending GZDoom 4.14 update, THEN later figure out how to fix this properly)
2024-12-10 17:14:12 +08:00
nashmuhandes
e73969d5a5
Merge commit ' 878c5f0857' into gzd-master-experimental
2024-11-24 07:59:06 +08:00
Boondorl
c31f45c653
Fixed view for frozen players
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Will no longer try and extrapolate mouse input that's bound to mispredict.
2024-11-19 08:00:37 -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
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
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
nashmuhandes
b03dd471ca
Merge branch 'master' of https://github.com/dpjudas/VkDoom into gzd-master-experimental
2024-11-14 23:30:07 +08:00
nashmuhandes
1fc1f467a0
Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way)
2024-11-14 23:29:36 +08:00
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers
2024-11-13 16:16:36 -05:00
Ricardo Luís Vaz Silva
a0c1f5b1b7
fix compilation
2024-11-13 17:02:50 -03:00
Rachael Alexanderson
ad40299da4
- add sprite/frame support for VisualThinkers
2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
9466c2d138
remove unecessary allocations
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
174344ddf1
move visual thinker definition into its own header
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a
Compress visualthinker bools into a flags field
2024-11-13 15:47:22 -03:00
nashmuhandes
5464090800
Merge branch 'post-4.13' of https://github.com/madame-rachelle/gzdoom into gzd-master-experimental
2024-11-05 21:51:43 +08:00
Dileep V. Reddy
85cefd8516
Limiting r_radarclipper effect to Out-of-Bounds viewpoints only. Opens the possibility of leaving it true by default in the future.
2024-11-03 20:38:12 -05:00
Boondorl
57202305d6
Added toggle for lm_dynamic
2024-11-02 09:20:23 +01:00
nashmuhandes
2c45d9aa99
Merge remote-tracking branch 'remotes/ZDoom/gzdoom/4.13'
2024-11-01 21:17:09 +08:00
Dileep V. Reddy
dc6f116315
Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection.
2024-10-28 12:07:44 -04:00
Dileep V. Reddy
2ba57b5068
Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection.
2024-10-26 18:36:45 -04:00
nashmuhandes
a37c47cf92
Change SetSunDirection to take in angle and pitch
2024-10-24 12:59:12 +08:00
nashmuhandes
521d44d623
Fix compile error
2024-10-24 11:15:59 +08:00
Nash Muhandes
7092550d3e
Merge branch 'master' into pr_lightmap_modding_vkdoom
2024-10-24 11:06:26 +08:00
dpjudas
dfbef085e6
Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
2024-10-22 02:29:12 +02:00
dpjudas
4a425c4493
Add support for updating the CPU-side accelstruct used for actor tracing
2024-10-20 23:54:15 +02:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
2024-10-20 10:25:15 -04:00
nashmuhandes
a45bf49616
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:36:34 -04:00
nashmuhandes
12c6d1361a
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:35:54 -04:00
dileepvr
131ce183db
Missed a line in RenderOrthoNoFog
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Tying up the fov fix.
2024-10-18 03:35:28 -04:00
dileepvr
ee16e47b11
FOV scales ortho up to 180 degrees
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One line change in r_utility.cpp affecting a custom field.
Orthographic projection sees "more" of the sceen as fov increases, but only up to 180 degrees, after which it will have no effect.
Orthographic projection has no meaning for fov since there is no Frustum. But since this is fundamental to the engine, I am reinterpreting it. Cherno wanted this too.
I'll update the wiki if this gets in.
2024-10-18 03:35:28 -04:00
dileepvr
6e7148b074
Missed a line in RenderOrthoNoFog
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Tying up the fov fix.
2024-10-18 03:34:29 -04:00
dileepvr
c38b119435
FOV scales ortho up to 180 degrees
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One line change in r_utility.cpp affecting a custom field.
Orthographic projection sees "more" of the sceen as fov increases, but only up to 180 degrees, after which it will have no effect.
Orthographic projection has no meaning for fov since there is no Frustum. But since this is fundamental to the engine, I am reinterpreting it. Cherno wanted this too.
I'll update the wiki if this gets in.
2024-10-18 03:34:29 -04:00
Rachael Alexanderson
48b23bdfae
- readd canvas check
2024-10-17 23:45:22 -04:00
Rachael Alexanderson
3bf3af9441
- readd canvas check
2024-10-17 23:45:09 -04:00
Rachael Alexanderson
7a4a7146f5
Revert "- Actor.GetSpecies() is a non-destructive function"
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This reverts commit ee5442c06b .
2024-10-17 21:29:07 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
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This reverts commit ee5442c06b .
2024-10-17 21:28:52 -04:00