Commit graph

328 commits

Author SHA1 Message Date
nashmuhandes
896102c179 Change more default settings
- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-03-19 04:35:27 +08:00
Magnus Norddahl
eac73d9eba Re-enable corona support 2023-03-16 23:49:33 +01:00
Magnus Norddahl
7eb9053e30 Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart 2023-03-16 23:15:02 +01:00
Magnus Norddahl
df7d31968d Change various defaults 2023-03-16 22:56:21 +01:00
Emile Belanger
7349c95623 Fixes bones when using OpenGL 3.3 (UBO bone data) 2023-01-29 20:03:58 +01:00
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
Christoph Oelckers
bafd6be342 - removed backend dependencies on game data. 2023-01-15 08:23:26 +01:00
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
Magnus Norddahl
181eda0a83 Fix canvas textures getting clipped by wrong scissor box 2022-10-28 18:01:59 -04:00
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
5b60118af2 HUD models now render properly
- IQM HUD Models will now render properly
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310 Fixed a couple bugs
- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0 Almost done with To-Dos
- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
2022-10-19 22:48:57 +02:00
Shiny Metagross
3f8141ed04 I'm not done with this
- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
2022-10-19 22:48:57 +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
Christoph Oelckers
ee2c775bd8 - fix last commit 2022-07-29 08:36:26 +02:00
Christoph Oelckers
5bae588f80 - get rid of M_Malloc call in WriteSavePic
Use TArray instead
2022-07-29 08:25:55 +02:00
Magnus Norddahl
b8569fa29f Fix GC shutdown crash due to canvas objects not getting GC'ed at the end
Fix typo in Draw2D and add support for specifying the viewport size directly
2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df Add canvastexture definition to animdefs.
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Christoph Oelckers
9875850c19 - got rid of the state variables in the model class entirely.
This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
2022-07-23 10:35:01 +02:00
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
Magnus Norddahl
97073410c4 Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +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
Major Cooke
3d14cec191 Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired. 2022-05-31 21:00:31 +02:00
Major Cooke
9ef202db26 LightLevel now works with fog. 2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d Added LightLevel.
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag (#1601)
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.

Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Sally Coolatta
a98c1efc26 Add WorldOffset field
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.

# Conflicts:
#	src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Major Cooke
bf6849d184 This was missing in the commit. 2022-05-31 09:12:59 +02:00
Major Cooke
31fa78d7c9 Added the following GL Light flags:
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Christoph Oelckers
760bffbf06 - do not clamp warped textures. 2022-04-17 23:41:20 +02:00
Christoph Oelckers
1ba4dfbfa8 - fixed setup of PolyBSPs when the software renderer is active.
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00