dpjudas
c7cee9e527
Fix corona texture mode bug
2024-03-06 04:21:45 +01:00
Magnus Norddahl
7bc2ed5436
Remove the submesh class as that caused more problems than it solved
2024-01-29 21:56:42 +01:00
Magnus Norddahl
3cc38c1d14
Merge remote-tracking branch 'gzdoom/master'
2024-01-18 10:43:42 +01:00
Rachael Alexanderson
1c7f195353
- reverse y offset for SpriteOffset to be consistent with software renderer and past versions
2024-01-18 03:00:44 -05:00
Magnus Norddahl
1d34b16676
Fix typo
2024-01-17 21:17:47 +01:00
Magnus Norddahl
f8aee53953
Change lightmap UV calculation to use the final decal position
2024-01-17 21:05:44 +01:00
Magnus Norddahl
4341f1da27
Fix missing lightmap on decals
2024-01-17 20:24:24 +01:00
Ricardo Luís Vaz Silva
98e6330eaa
allow modeldef flags to be overriden
2024-01-16 10:27:08 -05:00
RaveYard
7f7363e30b
Convert fogball calculations from sRGB to linear
2024-01-11 01:33:36 +08:00
Magnus Norddahl
805bce1166
Merge remote-tracking branch 'gzdoom/master'
2024-01-10 04:03:35 +01:00
Ricardo Luís Vaz Silva
b7e5d3d052
rename SPF_STANDALONE_ANIMATIONS to SPF_LOCAL_ANIM
2024-01-09 06:38:08 -05:00
Ricardo Luís Vaz Silva
3bd80ab8f6
Do the same for Visual Thinkers
2024-01-09 06:38:08 -05:00
Ricardo Luís Vaz Silva
7eab519795
Implement animated particles that aren't tied to the global animation timer
2024-01-09 06:38:08 -05:00
Ricardo Luís Vaz Silva
35e56d3f42
Minor optimizations to VisualThinker
...
* remove duplicated fields
* make native functions use direct calls
* remove unnecessary pointer from particle_t
* create HWSprite directly in Construct
2024-01-06 20:06:57 -05:00
Major Cooke
f647545c1d
Disabled player sprites when crossing through portals.
2024-01-04 07:23:24 -05:00
Magnus Norddahl
73ada7f84b
Merge remote-tracking branch 'gzdoom/staging'
2024-01-02 17:10:47 +01:00
RaveYard
9534e7b76e
Increase and unify max distance for sunlight rays
2024-01-01 14:36:08 +01:00
Magnus Norddahl
a793ddd7bd
More compile fixes
2023-12-31 07:10:36 +01:00
Magnus Norddahl
bdea7b6c13
Always update sprite light in dynamic lm sectors
2023-12-26 04:31:01 +01:00
Magnus Norddahl
46946e9fd4
Move lightmap UV calculations to HWWall::CreateVertices
2023-12-26 04:31:01 +01:00
Magnus Norddahl
496b053567
HWWall lightmap UV calculation hell
2023-12-26 04:31:00 +01:00
Magnus Norddahl
48b6a7ec46
Split level mesh surface from lightmap tiles as we have multiple surfaces per tile
2023-12-26 04:31:00 +01:00
Magnus Norddahl
4ca2ffd58e
Implement line portals and improve sky handling
2023-12-26 04:31:00 +01:00
Magnus Norddahl
e491186c80
Don't use the level mesh recursively through portals for now
2023-12-26 04:30:59 +01:00
Magnus Norddahl
b93df82ac7
Generate mesh data flats with a sky
2023-12-26 04:30:59 +01:00
Magnus Norddahl
3c9f56d989
Add support for more portal types
2023-12-26 04:30:59 +01:00
Magnus Norddahl
c59108ece0
Lightmapper fixes
2023-12-26 04:30:59 +01:00
Magnus Norddahl
412be46e08
Misc surface and lightmapper related cleanup and renaming
2023-12-26 04:30:59 +01:00
Magnus Norddahl
4a95eafc06
Use the stencil and depth buffer settings from RenderState when drawing the level mesh
2023-12-26 04:30:58 +01:00
Magnus Norddahl
ac212e0147
Use HWFlat for ceilings and floors
2023-12-26 04:30:57 +01:00
Magnus Norddahl
5443ed76ec
Draw the sprites
2023-12-26 04:30:57 +01:00
Magnus Norddahl
86ac07f2f8
Implement drawing HWWall portals using the level mesh and occlusion queries
2023-12-26 04:30:57 +01:00
Magnus Norddahl
47f17b1c03
Move DrawLevelMesh to RenderState
2023-12-26 04:30:57 +01:00
dpjudas
9ca058ccc9
Create wall surfaces directly from the HWWall output
2023-12-26 04:30:56 +01:00
Magnus Norddahl
d0d964ae42
Hook up HWWall and use the real main.fp shader for the level mesh
2023-12-26 04:30:56 +01:00
Magnus Norddahl
9f963e2c06
Rename lightmap fields to surface as it is being used for more than lightmaps now
2023-12-26 04:30:56 +01:00
Magnus Norddahl
240d68d7ae
Merge SurfaceVertex with FFlatVertex and draw the lightmaps
2023-12-26 04:30:54 +01:00
Major Cooke
751ee7390b
Fixed incorrect offsetting for SpriteOffset.
2023-12-20 17:50:36 -05:00
nashmuhandes
72e3c01449
Revert Fogball to a scripted class
2023-12-11 11:38:18 +01:00
nashmuhandes
17aac06007
- Use the Fogball's 4th arg for the radius
...
- Add Fogball DoomEdNum
2023-12-11 11:37:24 +01:00
Magnus Norddahl
a76dfafbaa
Fix misc bugs in the fogball implementation - it works now
2023-12-11 11:37:24 +01:00
nashmuhandes
909309f1e8
Use the actor fields intended for fogball customization
2023-12-11 11:36:43 +01:00
dpjudas
81cdc402c9
Add code collecting fogballs from the visible scene
2023-12-11 11:34:14 +01:00
Rachael Alexanderson
102c467de5
- add option to override renderflags +BILLBOARD[NO]FACECAMERA
2023-12-09 18:18:28 -05:00
Rachael Alexanderson
b4d5c7d669
- add actor flag +BILLBOARDNOFACECAMERA which forces sprite aimed at camera heading instead of camera position when gl_billboard_faces_camera is true
...
```
class ZombieManNoFaceCamera : Zombieman replaces Zombieman
{
default
{
+BILLBOARDNOFACECAMERA;
}
}
```
2023-12-09 05:57:51 -05:00
Rachael Alexanderson
97336cf7c2
- add missing nullptr check
2023-12-08 16:22:22 -05:00
Rachael Alexanderson
3caa6247be
- add flag +BILLBOARDFACECAMERA - renders actor billboard to always face the camera
...
tested with this code snippet:
```
class ZombieManFaceCamera : Zombieman replaces Zombieman
{
default
{
+BILLBOARDFACECAMERA;
}
}
```
2023-12-08 10:12:58 -05:00
Magnus Norddahl
58381ec762
Use a TArrayView for the lightmap arrays
2023-12-07 12:48:48 +01:00
Rachael Alexanderson
4b54aac288
- rename ZSprites to VisualThinkers
2023-11-22 12:11:57 -05:00
Ricardo Luís Vaz Silva
5d5e7ca042
Decoupled IQM Model Animations
2023-11-20 22:08:33 -05:00