Commit graph

22,216 commits

Author SHA1 Message Date
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
Magnus Norddahl
192cdcd9cb Fix null pointer crash for translucent flats with no texture 2024-03-09 13:28:50 +01:00
Boondorl
0ef042562e Fix for Morph virtual
Allows class<MorphedMonster> to be used as an argument type in place of class<Actor> within the third argument for backwards compatibility.
2024-03-08 20:10:40 +01:00
Magnus Norddahl
76bfddd14f Strip the linux executable and include it in the nightly builds 2024-03-07 21:32:29 +01:00
Magnus Norddahl
dca4292520 Editing github workflow files is not annoying at all 2024-03-07 21:19:08 +01:00
Magnus Norddahl
bd13ef16de Try publish package for Linux GCC 12 2024-03-07 21:09:45 +01:00
dpjudas
c7cee9e527 Fix corona texture mode bug 2024-03-06 04:21:45 +01:00
Major Cooke
05167fd4ef Missed this one. 2024-03-05 13:44:38 -05:00
Major Cooke
d71af3683a Clear the path instead of advancing the node when crossing portals.
- If an actor crosses back over a portal because they're blocked, it will result in false positives.
- Fixed nodes not being targeted for aim direction.
2024-03-05 13:44:38 -05:00
Major Cooke
257ddb520a Extra safety checks. 2024-03-05 13:44:38 -05:00
Major Cooke
5abd7e1ebf Comment warning to modders. 2024-03-05 13:44:38 -05:00
Major Cooke
79fb3dfd31 Implemented KEEPPATH flag. 2024-03-05 13:44:38 -05:00
Major Cooke
69001ad4f7 Added ExcludeNode virtual for actors to reject certain nodes of choice.
- Changed MeleeRange to FriendlySeeBlocks so it's supported by Doom Builder.
2024-03-05 13:44:38 -05:00
Major Cooke
81ebd8c8c4 More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
ad52e2cc1e AStar 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
3348822390 ... 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
cc51b486e0 TArray Binary Search 2024-03-05 13:44:38 -05:00
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
Magnus Norddahl
958251bfd4 Change the math for two-sided surfaces 2024-03-04 23:39:35 +01:00
Magnus Norddahl
b99cf589e7 Fix midtextures being opaque 2024-03-04 21:40:11 +01:00
dpjudas
5f65e2914d Adjust the comment about lightmap tile differences between zdray and the internal lightmapper 2024-03-03 02:04:42 +01:00
Magnus Norddahl
6a7c17dfd6 Fix 3d floor sides not getting lit 2024-03-01 19:30:36 +01:00
Boondorl
3033fafaa7 Improvements to death and cheat handling
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.
2024-03-01 08:35:31 -05:00
Boondorl
6c64a4403c Improved ZScript interface for morphing
Added getter and setter functions for handling whether or not the player fields should be gotten/set. Added MRF_KEEPARMOR flag to prevent stripping armor on morph. Optimized unmorphed Actor by setting it to NoInteraction and removing it from the blockmap and sector lists.
2024-03-01 08:35:31 -05:00
Boondorl
12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00
Boondorl
30730647fe Fixed inconsistencies between player and monster morphing
The Tome of Power and Chaos Device will now work on non-players. The STAYMORPHED flag will now work on players.
2024-03-01 08:35:31 -05:00
Boondorl
2c09a443b4 Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
2024-03-01 08:35:31 -05:00
Boondorl
b469770ecc Reworked view offsetting
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
2024-03-01 07:10:26 -05:00
Rachael Alexanderson
08a093ffda
- merge pull request https://github.com/ZDoom/gzdoom/pull/1577/files 2024-03-01 05:56:15 -05:00
Magnus Norddahl
2ba2553c60 Fix sample distance 2024-03-01 11:55:15 +01:00
Magnus Norddahl
08e06b399b Default ambient occlusion, soft shadows and bounces to be off for the internal light mapper 2024-02-28 01:03:06 +01:00
Magnus Norddahl
c98930a88c Atlas tile adjustments 2024-02-28 00:59:41 +01:00
Christoph Oelckers
ef4c4ee503 fixed resource leak in OpenDecompressor 2024-02-27 07:20:40 +01:00
RaveYard
205d4b5ff3 Support negative fadestep for particles 2024-02-27 07:03:16 +01:00
Rachael Alexanderson
47be9c1e54
- fix https://github.com/ZDoom/gzdoom/issues/2415 - wait to call V_Init2() until after exec commands are processed 2024-02-26 13:55:54 -05:00
Magnus Norddahl
60cdb871d2 Add light bounce 2024-02-26 17:00:28 +01:00
Magnus Norddahl
a831fdb027 Move monte carlo math functions to its own file 2024-02-26 16:21:04 +01:00
Magnus Norddahl
ccc5c259ad Grab the light list from the surfaces in the shader 2024-02-26 16:15:14 +01:00
Magnus Norddahl
68f9fee55b Make the light list part of the level mesh 2024-02-26 15:57:32 +01:00
Boondorl
49cac88c12 Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2024-02-26 06:23:25 -05:00
Boondorl
e37c19b5b4 New API for assigning unique network ids to objects 2024-02-26 06:23:12 -05:00
Boondorl
4d1590ad82 Fixed view position forcing camera interpolation
Fixed absolute view position not working. Camera Actor is no longer visible when using view offsets.
2024-02-26 06:47:05 +01:00
Boondorl
a1a916a823 Added real-time client camera tracking for texture cams 2024-02-24 17:57:53 +01:00
Boondorl
e4ea5ad307 Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
2024-02-23 22:44:18 +01:00
Ricardo Luís Vaz Silva
d848a57bac Fix readonly for SpecialBounceHit virtual 2024-02-23 07:07:56 +01:00
Magnus Norddahl
b436903a28 Use constants as bad boys and girls seem to be shadowing the global variables :p 2024-02-19 13:14:53 +01:00
Magnus Norddahl
dea8a7888a Also support texel fetch 2024-02-19 13:07:55 +01:00
Magnus Norddahl
144caa0902
Fix precache unload bug in FHardwareTextureContainer::UnmarkAll 2024-02-19 06:45:30 -05:00
Magnus Norddahl
c9612b0cab
Fix memory leak due to IHardwareTexture forward declaration 2024-02-19 06:45:18 -05:00