Commit graph

218 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
Ricardo Luís Vaz Silva
1a8dfd2dfa ActorModelData cleanup in preparation for decoupled model animations 2023-11-20 22:08:33 -05:00
Major Cooke
848dbd4d3d Fixed uninitialized variables causing issues with other compilers. 2023-11-20 22:07:58 -05:00
Major Cooke
8fcd2c5f43 Fixed compilation with CI 2023-11-17 08:06:11 -05:00
Major Cooke
48e7c2d994 - Proper heap handling of HWSprite pointer
- Added `Construct()` method and ensure it's called when created from any means
2023-11-17 08:06:11 -05:00
Major Cooke
0b6bae59ee Added scolor property, allowing for colorizing ZSprites.
- fixed ZSprites not updating important variables while frozen.
2023-11-17 08:06:11 -05:00
Major Cooke
b6b1b25035 Added ZSprites.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.

Misc:

- Fixed (Sprite)Offset taking roll into account.

Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
Christoph Oelckers
9f90c64727 use FTranslationID in the high level parts of the hardware renderer. 2023-11-09 23:04:11 +01:00
Christoph Oelckers
8c5eb2c807 use FTranslationID in all places where strict type checking is needed.
This means all properties in serializable classes now use this wrapper type. The backend hasn't been changed yet
2023-11-09 23:04:10 +01:00
Christoph Oelckers
299728d3d9 fix copy/paste error in HWWallDispatcher 2023-11-02 21:40:08 +01:00
Professor Hastig
677e1c888b fixed: Skewing to front and back floor was swapped. 2023-11-02 16:27:43 +01:00
Christoph Oelckers
bdee1f3d34 added per-sector sky UDMF properties.
(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
2023-10-29 17:49:59 +01:00
Professor Hastig
77e5fd3081 fixed skewing for lower tiers. 2023-10-26 09:40:31 -04:00
Christoph Oelckers
eeac40fffc take most direct drawinfo references out of HWWall. 2023-10-25 21:35:42 +02:00
Christoph Oelckers
1f5df23818 took several functions out of HWDrawInfo.
The only thing they needed from that class is the Level pointer and the light mode, this is better passed in as function argument.
2023-10-25 21:19:58 +02:00
Christoph Oelckers
b48caddb96 reworked the skewing properties.
The Eternity-based definitions are currently disabled due to unclear semantics and overall unsatisfying design. They can be re-enabled once their precise working has been established.
New properties were added to replace them with something that will be clearly specified and is fully ortohonal i.e. they will allow to align an upper tier skew with the floor as well and a lower tier's skew with a ceiling.
2023-10-20 18:14:20 +02:00
Professor Hastig
f92f6b8de4 added wall texture skewing.
This uses the same UDMF properties as Eternity recently introduced for the same feature.
2023-10-20 08:23:56 +02:00
Christoph Oelckers
9cd57faec1 rewrite of HWWalls to allow grabbing the output from the render item generator. 2023-10-19 18:35:51 +02:00
Christoph Oelckers
89535b803a Backend update from Raze. 2023-10-07 18:42:24 +02:00
Professor Hastig
ab8711b57a removed several bad casts to 'long'.
The 'long' type should generally be avoided because its size differs on Windows and Linux/Mac so it is almost guaranteed to cause undefined behavior
2023-10-04 16:47:43 +02:00
Christoph Oelckers
5f11fd051b - fixed the overlapping sector handler in hw_fakeflat.cpp.
this picked the wrong plane as the proper texture cutoff.
2023-09-16 22:17:09 +02:00
Christoph Oelckers
6847a9a5c1 - added a nomirrors compatibility handler and applied it to Conf256's CONF55 map.
This is for disabling broken plane reflection setups.
2023-09-14 20:21:35 +02:00
Christoph Oelckers
16cefb7528 - some angle cleanup
* clean out the angle conversion helpers from basics.h.
* use degrees instead of radians in TMatrix3x3.
2023-08-12 10:10:27 +02:00
Ricardo Luís Vaz Silva
1852f14f30 fix rare crash due to null caller 2023-08-02 01:05:24 -04:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Professor Hastig
666a99f204 lightmode refactor
* make all legacy light modes except 'Doom' MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
* user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
* MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting. Selecting one will always revert to the user's light mode selection.
2023-07-17 22:50:05 +02:00
Hugo Locurcio
ad49d52b1c Add cvars to sprite shadows progressively according to thing <-> floor distance
This also adds the `r_actorspriteshadowalpha` and `r_actorspriteshadowfadeheight`
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.

When enabled, this has two benefits:

- It becomes easier for the player to judge an entity's height since
  the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow,
  which looked strange.
2023-01-25 17:43:04 -05:00
Ricardo Luís Vaz Silva
8e7897233e Add Alternate Light Blending Options 2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
de65d1b96f Misc Fixes for BobWeapon3D
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7 add BobWeapon3D 2022-12-09 21:49:38 +01:00
Ricardo Luís Vaz Silva
f666edc60c Allow Disabling of XY Billboard for Particles 2022-12-03 23:27:46 +01:00
Christoph Oelckers
31d8a23046 - avoid infinite portal recursion. 2022-11-12 09:00:18 +01:00
Ricardo Luís Vaz Silva
31ded6dd8a Enable ANIMDEFS for particles 2022-11-08 23:56:03 -05:00
Ricardo Luís Vaz Silva
7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
crashmahoney
0ca868d93f Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel 2022-11-01 11:48:16 +01:00
Christoph Oelckers
457b9b71d9 - disable the native part of coronas as well. 2022-10-20 07:50:53 +02:00
nashmuhandes
80a31b074d Disable coronas for now 2022-10-19 22:52:27 +02:00
Shiny Metagross
08f520f1c6 IQM Support Implemented
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
3d2578820b - block direct comparisons of TAngle with floats 2022-08-26 18:01:52 +02:00
Christoph Oelckers
f0fbdba593 - disable implicit conversions from float to TAngle 2022-08-26 18:01:26 +02:00
nashmuhandes
50d16c75d9 Add corona actor 2022-08-11 20:38:24 +08:00
Shiny Metagross
83a23c6525 Other updates
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-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.
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.
* 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