Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
Rachael Alexanderson
6d1ebf5f27
- allow FORCEBACKCULLFACES to work with hud models
2023-10-25 10:57:48 -04:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
Rachael Alexanderson
e2a9208c56
- fix error in last commit, >> should be <<
2023-10-15 11:16:24 -04:00
Rachael Alexanderson
bac12948e5
- add forcecullbackfaces in modeldef
2023-10-14 14:37:40 -04:00
Christoph Oelckers
c8ee0cd5cc
fixed another bad string validation check involving GetChars
2023-10-08 09:37:12 +02:00
Christoph Oelckers
7a5a2858a2
yet even more GetChars calls added.
2023-10-07 23:29:24 +02:00
Christoph Oelckers
c94c63110e
added a third batch of GetChars call to FStrings.
2023-10-07 23:03:40 +02:00
nashmuhandes
4aa6ac5585
Merge remote-tracking branch 'remotes/origin/gzd_staging'
2023-08-31 08:37:25 +08:00
RaveYard
97eaa46b69
Configurable sampling per custom texture in material shaders
2023-08-25 18:18:03 +02:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
Christoph Oelckers
a0d679b84b
- FileData cleanup and uncoupling from FString.
...
Work is still needed to allow this to use the lump cache directly because some decisions in the past made this data padded by a zero byte.
2023-08-22 22:54:52 +02:00
Christoph Oelckers
25b7b18c3d
- got rid of the two copying variants of fileSystem.GetFileShortName.
2023-08-22 22:18:53 +02:00
nashmuhandes
9e0bf90be6
Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging
2023-08-22 09:09:51 +08:00
Christoph Oelckers
81fb9a26b2
- backend update from Raze.
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* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.
2023-07-22 09:55:49 +02:00
Ricardo Luís Vaz Silva
58cb3dc168
allow PSPF_FLIP for 3d layers
2023-07-15 01:08:27 +02:00
nashmuhandes
07f722b6f3
Merge branch 'master' of https://github.com/ZDoom/gzdoom into GZDoomUpdate-12-07-2023
2023-07-12 20:51:41 +08:00
Ricardo Luís Vaz Silva
0e438f10f3
fix CMDL_HideModel
2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
61d68eb2d6
Rewrite changed model rendering code, and change how model skins are handled
2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
b55ffdbfd3
major A_ChangeModel cleanup
2023-06-26 00:36:36 -04:00
l2ksolkov
245dac814e
Add missing include guards
2023-05-29 07:35:26 +02:00
nashmuhandes
217e47db3a
Stop rotating the models if the game is actually paused.
2023-04-08 06:55:32 +08:00
Magnus Norddahl
fd2ae4865c
Merge tracelights
2023-04-05 23:14:25 +02:00
Christoph Oelckers
087050c201
- use uniform buffers for dynamic lights everywhere.
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Branching on SSBO content does not work that well on NVidia so it is better disabled.
So far only implemented for OpenGL - Vulkan needs more work.
2023-02-18 12:22:26 +01:00
Christoph Oelckers
1561616498
- pass colormap to MakeGoodRemap as parameter.
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Removes a Doom dependency and avoids double reading of the COLORMAP lump.
2023-01-15 08:34:32 +01:00
Christoph Oelckers
941c0850ba
- Backend update from Raze.
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Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7
add BobWeapon3D
2022-12-09 21:49:38 +01:00
9ad7b8a048
Look up named frames using the Animation ID (if any).
2022-12-03 23:30:59 +01:00
b002d5b8ec
Fix crash if Animation is not explicitly assigned in MODELDEF.
2022-11-25 00:37:38 +01:00
Christoph Oelckers
65a26d6779
- removed the string constructors from FSoundID.
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Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
b89c4affae
- removed the string assignment operators.
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These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2
- migrate a large part of the sound code to FSoundIDs.
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This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
eab675c0cb
Make model stretch fix opt-in with a flag.
2022-11-22 17:58:32 +01:00
0509d3a4e7
Fix incorrect pixelratio handling on rotated models.
2022-11-22 07:44:22 +01:00
Christoph Oelckers
706d465781
- removed the unused BaseBlend* variables and the testblend CCMD.
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When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
4ebcff8573
- remaining changes for moving bone data to the backend
2022-11-06 10:59:33 +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
Shiny Metagross
f7c3615d3b
IQM Refactor Milestone
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- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
3f3cc5bbc3
IQM Refactor start
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- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Christoph Oelckers
5a52f61096
- fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
2022-10-20 20:23:35 +02:00
Christoph Oelckers
96e98fc4a8
- use field initializers for VoxelOptions
2022-10-20 20:17:14 +02:00
nashmuhandes
8394de00ca
Fixed: voxel models pitch/roll properties weren't initialized correctly
2022-10-20 08:05:14 -04:00
Shiny Metagross
7722784de6
Voxels did not have an animationID causing a crash
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- Needed to assign -1 to the first index of animations for voxels or a crash occurs
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310
Fixed a couple bugs
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- 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
ab7be9b4a4
This fixes models without animation clips
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- IQMs lacking animation clips would not appear
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0
Almost done with To-Dos
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- 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
5f0bf8eda6
Update models.cpp
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- Removed an unnecessary bool
2022-10-19 22:48:57 +02:00
Shiny Metagross
5670e6f54c
Some of the to-dos
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- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Shiny Metagross
e9e919b54c
Changes before To-Dos
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- Removed redundant AttachAnimationData functions from derived model classes
- Fixed indentation in IQM loader
- Fixed a merging issue in the MD3 FindFrame
- Fixed a formatting issue in FindFrame in Model.h?
2022-10-19 22:48:57 +02:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
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More info to come
2022-10-19 22:48:57 +02:00