Commit graph

4,982 commits

Author SHA1 Message Date
Rachael Alexanderson
b85b7c18da
Merge branch '4.14' of c:/projects/gzdoom into gzd4-14-merge 2024-12-18 10:23:00 -05:00
Rachael Alexanderson
c2bce2760b
Merge commit 'e73969d' into gzd4-12-merge 2024-12-18 10:20:53 -05:00
Rachael Alexanderson
25ec8a689d
- language update
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2024-12-17 14:18:45 -05:00
nashmuhandes
be36118017 Exclude fullbright stuff from tracelighting 2024-12-17 10:07:44 +08:00
Cacodemon345
2ad191b374
Add WorldRailgunFired 2024-12-10 01:27:56 -05:00
Cacodemon345
fe2a95c6ff
Add WorldRailgunPreFired for railgun attacks
Add AttackLineFlags for WorldHitscanPreFired

Indentation fixes in event.zs
2024-12-10 01:27:56 -05:00
Boondorl
488d4f0c71
Fixed bouncing on 3D floors (#2835) 2024-12-10 01:27:55 -05:00
dpjudas
08282e9d5c Add readonly specifier to CopyBuffer 2024-12-08 13:00:36 +01:00
Magnus Norddahl
6867b0e9a6 Validation layer is complaining about missing readonly specifier on buffers in GLSL 2024-12-07 23:00:53 +01:00
nashmuhandes
e73969d5a5 Merge commit '878c5f0857' into gzd-master-experimental 2024-11-24 07:59:06 +08:00
jekyllgrim
99c058d168
Added WorldHitscanFired and WorldHitscanPreFired (#2432)
* Added WorldHitscan events

* DVector3 → const DVector3&
2024-11-20 10:26:00 -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
ab9b6320cb Allow easier piece weapon replacing
Checks for replacements on weapons instead of using the given weapon class as is (also verifies said replacement is a weapon).
2024-11-15 23:58:39 -03:00
Boondorl
268dad18f7 Discs no longer blast players with collision disabled 2024-11-15 23:58:28 -03:00
Boondorl
597b06ae52 Added CRandom functions
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
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers 2024-11-13 16:16:36 -05:00
Rachael Alexanderson
ad40299da4 - add sprite/frame support for VisualThinkers 2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
d94a596bc2 move crucial functions out of Tick, so that light custom tick overrides can be done without calling super.Tick for non-moving visualthinkers 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
ea7ea182ed Add missing CHANF_ constants and fix the styling of the comments for better readability 2024-11-11 23:27:22 -03:00
Blue Shadow
a145eac056 added constants for the most recently added level flags 2024-11-11 06:59:43 -05:00
Rachael Alexanderson
2bc561d135
- add automap default markers for all games (can be overridden) 2024-11-11 06:51:30 -05:00
nashmuhandes
42f577f6f1 Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental 2024-11-10 09:29:59 +08:00
Boondorl
04cdbd1898 Fixed CreateCopy being broken on HexenArmor 2024-11-09 12:32:51 -03:00
nashmuhandes
129d0eaafb Merge branch 'master' of https://github.com/dpjudas/VkDoom into gzd-master-experimental 2024-11-07 06:26:42 +08:00
Magnus Norddahl
6c67c55ca7 Set a define for user shaders if they need to deviate between GZD and VKD 2024-11-06 22:27:46 +01:00
nashmuhandes
dfb75dc3c5 GLSL: add a vec4 texture(int index, vec2 p, float bias) overload 2024-11-07 04:48:50 +08:00
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
Major Cooke
3d4dccd650 And the variable. 2024-11-04 16:23:34 -03:00
Major Cooke
ceb2de36d3 Change function from private to protected by request. 2024-11-04 16:23:34 -03:00
Major Cooke
1620d405c6 Added OrthographicCamera actor. Arguments are:
- 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
2024-11-04 16:23:34 -03:00
Kaelan
275635adc5 add set/get plane reflectivity 2024-10-26 00:21:16 -03:00
nashmuhandes
a37c47cf92 Change SetSunDirection to take in angle and pitch 2024-10-24 12:59:12 +08:00
Nash Muhandes
7092550d3e
Merge branch 'master' into pr_lightmap_modding_vkdoom 2024-10-24 11:06:26 +08:00
Ricardo Luís Vaz Silva
d0e6bce4e6 add CVar to control footstep volume 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
d07d08ce9f Add velocity/distance based footsteps 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
3a88281c10 time footsteps with duration of movement, not with actor age 2024-10-21 14:53:53 -03:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge 2024-10-20 10:25:15 -04:00
inkoalawetrust
34dc204517
Re-added sector damage for non-players. (#2773)
* Re-add non-player sector damage.

Reimplements SECMF_HURTMONSTERS and SECMF_HARMINAIR.

* Fixed 3D floor handling for sector damage.

Fixes sector damage to either monsters or players not working on (non-)solid 3D floors.
2024-10-20 07:51:36 -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
Rachael Alexanderson
5fb83d4762
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
This reverts commit 391f496512.
2024-10-19 10:25:19 -04:00
Rachael Alexanderson
4ba53e34e4
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
This reverts commit 391f496512.
2024-10-19 10:25:03 -04:00
Rachael Alexanderson
7a4a7146f5
Revert "- Actor.GetSpecies() is a non-destructive function"
This reverts commit ee5442c06b.
2024-10-17 21:29:07 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
This reverts commit ee5442c06b.
2024-10-17 21:28:52 -04:00
Magnus Norddahl
7907c27c7c Reduce AO sample count from 128 to 16 2024-10-17 00:42:08 +02:00
Magnus Norddahl
92dd53703b Increase the bounce sample count 2024-10-17 00:29:25 +02:00
Kaelan
9d725276ac Add manual config saving to CVar struct
Allows for calling to save custom cvars manually to ensure they're reliably stored. As is, the only way to ensure that cvars are saved is to safely/manually close out GZDoom, meaning if a crash occurs, that data is lost.

THis is very detrimental to mods/standalone projects that rely on CVars for storing custom data, and or data that transcends save games.
2024-10-16 00:39:32 -03:00
nashmuhandes
2d40055176 Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader) 2024-10-16 02:33:21 +08:00