Magnus Norddahl
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fee5e3a58b
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Fix lightmap lights not updating
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2024-10-16 21:38:30 +02:00 |
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Magnus Norddahl
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bb1174172a
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Don't render the lightmap lights as dynlights in gl_levelmesh
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2024-10-16 15:01:37 +02:00 |
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nashmuhandes
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83b988c76e
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Merge branch '4.13' of https://github.com/ZDoom/gzdoom
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2024-10-16 02:31:44 +08:00 |
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Ricardo Luís Vaz Silva
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44e69451cf
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Hook up 3d floor updates to the level mesh
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2024-10-15 18:33:30 +02:00 |
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Rachael Alexanderson
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ffcce790de
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- Actor.GetSpecies() is a non-destructive function
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2024-10-15 10:56:50 -04:00 |
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Major Cooke
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cca1946201
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Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
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2024-10-15 10:56:43 -04:00 |
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Rachael Alexanderson
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ee5442c06b
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- Actor.GetSpecies() is a non-destructive function
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2024-10-14 17:31:18 -04:00 |
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Major Cooke
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fa467073eb
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Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
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2024-10-14 16:14:25 -04:00 |
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Ricardo Luís Vaz Silva
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74a49ca919
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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nashmuhandes
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55940ba21d
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Merge branch 'master' of https://github.com/ZDoom/gzdoom
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2024-10-10 22:04:23 +08:00 |
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Ricardo Luís Vaz Silva
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4615a8e103
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update GetDynSpriteLight to use new strength field
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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56787bbc17
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Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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f226d6a00f
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improve strength for small lights
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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f11ed26eb8
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deduplicate code
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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a79ea9414b
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inverse square lights for sprites
had to add a minimum distance to make sure smaller lights don't completely blow out actors nearby
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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04ee3c335e
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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37a7907221
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Allow setting light attenuation mode from mapinfo
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2024-10-09 04:44:51 +02:00 |
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Dileep V. Reddy
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f9a59a989b
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Orthographic projection Widescreen aspect ratio horizontal clipping fixed. This one-line change only affects ortho viewpoints. Easy to verify in windowed mode.
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2024-10-08 12:36:00 -04:00 |
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nashmuhandes
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58ddcd4806
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Merge commit '6b5be653dc'
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2024-10-06 21:29:38 +08:00 |
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dpjudas
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c64b5bb2cb
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Fix ccmd message
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2024-10-01 01:01:46 +02:00 |
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Magnus Norddahl
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d69d190dc3
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Add savelightmap and deletelightmap ccmds
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2024-09-30 18:48:48 +02:00 |
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Dileep V. Reddy
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568a39d203
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Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior.
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2024-09-30 10:16:50 -04:00 |
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Rachael Alexanderson
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bbeaea1ea7
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- implement anamorphesis proof-of-concept (#2431)
Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
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2024-09-29 18:09:07 -04:00 |
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Rachael Alexanderson
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85ae8f8194
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- flat sprites are already square, no need to adjust them
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2024-09-29 10:05:43 -04:00 |
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Magnus Norddahl
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7e83d726ca
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Improve light level updates
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2024-09-29 14:21:57 +02:00 |
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dpjudas
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9fdd01736e
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Don't store HWDecal directly as they may move and animate
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2024-09-29 01:13:23 +02:00 |
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Magnus Norddahl
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1e23dcee7c
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Some initial decal rendering
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2024-09-28 22:17:17 +02:00 |
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nashmuhandes
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1fae4b9d4a
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Merge branch 'master' of https://github.com/ZDoom/gzdoom
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2024-09-24 15:31:08 +08:00 |
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Gene
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de87493c41
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Fix incorrect boolean logic for drawBillboardFacingCamera
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2024-09-20 08:38:45 -04:00 |
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Gene
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5347cdf569
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Fix billboard facing camera only taking effect when used with XY billboarding
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2024-09-19 10:56:24 -04:00 |
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nashmuhandes
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686320c94d
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Don't light decal from lightmap tile if it's supposed to be fullbright
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2024-09-18 20:00:31 +08:00 |
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nashmuhandes
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9c4814350f
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Fix broken corona when the sprite contains alpha
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2024-09-17 05:26:59 +08:00 |
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Magnus Norddahl
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1c3538d77e
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Draw the particles
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2024-09-16 22:53:01 +02:00 |
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Magnus Norddahl
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c3f65fecdb
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Half the scene (all upper and lower walls) is drawn as masked unfortunately
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2024-09-16 21:58:10 +02:00 |
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Magnus Norddahl
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76536be804
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Use the dynamic lights from the level mesh in the light tiles shader
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2024-09-16 18:06:21 +02:00 |
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Magnus Norddahl
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b43f84def6
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Hook up light tile visibility test
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2024-09-16 01:04:53 +02:00 |
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Magnus Norddahl
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521e2ed39c
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Run the light tiles compute shader
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2024-09-14 04:59:39 +02:00 |
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Christoph Oelckers
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ed39413532
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Render the bottom sky layer always with full opacity in the SW true color renderer.
No need to add explicit checks for color (0,0,0,0) here.
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2024-09-12 08:47:00 +02:00 |
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Cacodemon345
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38290b6615
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Truecolor sky: Draw opaque black background on transparent texels
Fixes HOM effect
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2024-09-12 08:38:19 +02:00 |
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Magnus Norddahl
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d96dd8e7ba
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Fix using wrong location for the light update
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2024-09-11 01:58:34 +02:00 |
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Magnus Norddahl
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f0c018fdc6
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Update light level in level mesh
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2024-09-11 01:39:47 +02:00 |
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nashmuhandes
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fa0a88f85e
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Merge branch 'master' of https://github.com/ZDoom/gzdoom
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2024-09-11 00:11:39 +08:00 |
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Dileep V. Reddy
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aacc4d7278
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PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code).
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2024-09-10 10:58:36 -04:00 |
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Magnus Norddahl
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ab9c6c0f63
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Use SSE2 for the sqrt as the other thing is super slow
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2024-09-09 20:16:43 +02:00 |
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nashmuhandes
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58fecd4b92
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Move depth fade definition to GLDEFS
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2024-09-09 18:57:07 +08:00 |
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nashmuhandes
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27058efe85
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Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
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2024-09-09 17:06:04 +08:00 |
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dpjudas
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6c57283b25
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Fix null pointer crash when there is no actor
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2024-09-09 02:08:33 +02:00 |
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Magnus Norddahl
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b2040a0892
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Add support for the poor souls on a 386 that can't afford to use full screen
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2024-09-08 22:25:24 +02:00 |
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nashmuhandes
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166d69164d
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Set the depth fade render state from sprites
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2024-09-09 02:53:31 +08:00 |
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Rachael Alexanderson
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5895f9b1b1
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- implement +SQUAREPIXELS flag
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2024-09-07 23:09:36 -04:00 |
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