Rachael Alexanderson
b31c62568b
Merge http://github.com/ZDoom/gzdoom into gz2
2024-04-16 23:10:57 -04:00
Ricardo Luís Vaz Silva
7c93cfa97b
Decoupled Animation fixes and improvements
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* fixes looping that uses `loopFrame`
* adds `endFrame`
* adds `SAF_NOOVERRIDE`
* fixes crash on SetAnimation if a BaseFrame isn't defined
2024-04-16 20:27:44 -03:00
Ricardo Luís Vaz Silva
ce479e09ff
Fix A_ChangeModel serialization
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I overlooked this part on my first A_ChangeModel fix
2024-03-17 18:07:50 -03:00
nashmuhandes
a72057945b
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-03-16 04:37:28 +08:00
Ricardo Luís Vaz Silva
0092aa0772
Fix crash with DecoupledModels flag defined but no actual model
2024-03-15 21:08:59 +01:00
Christoph Oelckers
520b960ca5
Reverted the path node system
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Code reviews were unfavorable so better nix it before it finds wider use.
2024-03-15 20:24:39 +01:00
Ricardo Luís Vaz Silva
341c1bbede
Fix crash with DecoupledModels flag defined but no actual model
2024-03-14 18:52:04 -03:00
Magnus Norddahl
3cc38c1d14
Merge remote-tracking branch 'gzdoom/master'
2024-01-18 10:43:42 +01:00
Ricardo Luís Vaz Silva
98e6330eaa
allow modeldef flags to be overriden
2024-01-16 10:27:08 -05:00
Magnus Norddahl
73ada7f84b
Merge remote-tracking branch 'gzdoom/staging'
2024-01-02 17:10:47 +01:00
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
Christoph Oelckers
c5c822ea75
use FTranslationID in the model code.
2023-11-09 23:04:11 +01:00
Christoph Oelckers
8c5eb2c807
use FTranslationID in all places where strict type checking is needed.
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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
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
bac12948e5
- add forcecullbackfaces in modeldef
2023-10-14 14:37:40 -04:00
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
nashmuhandes
217e47db3a
Stop rotating the models if the game is actually paused.
2023-04-08 06:55:32 +08:00
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
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
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
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
Christoph Oelckers
4032576519
- blocked off direct access to TAngle’s internal storage.
2022-08-26 18:09:29 +02:00
Christoph Oelckers
5cee2b5803
- fixed: The compile context for constant evaluation did not initialize its Version member.
2022-08-03 08:44:38 +02:00
Shiny Metagross
83077b6f95
Update models.cpp
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- Removed a useless bool
- Fixed an issue with model containers having less models than their smf total models amount using the smaller amount
2022-07-27 07:38:50 +02:00
nashmuhandes
351a4c9a5a
Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only.
2022-07-25 08:06:44 +02:00
Christoph Oelckers
9875850c19
- got rid of the state variables in the model class entirely.
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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