nashmuhandes
ca469e57ed
Revert "Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way)"
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This reverts commit 1fc1f467a0 .
(Revert note: the fix here is messy and incorrect. Roll the code back to a cleaner slate to help smoothen the merge with the pending GZDoom 4.14 update, THEN later figure out how to fix this properly)
2024-12-10 17:14:12 +08:00
nashmuhandes
1fc1f467a0
Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way)
2024-11-14 23:29:36 +08:00
Boondorl
57202305d6
Added toggle for lm_dynamic
2024-11-02 09:20:23 +01:00
nashmuhandes
2c45d9aa99
Merge remote-tracking branch 'remotes/ZDoom/gzdoom/4.13'
2024-11-01 21:17:09 +08:00
Dileep V. Reddy
dc6f116315
Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection.
2024-10-28 12:07:44 -04:00
nashmuhandes
a37c47cf92
Change SetSunDirection to take in angle and pitch
2024-10-24 12:59:12 +08:00
nashmuhandes
521d44d623
Fix compile error
2024-10-24 11:15:59 +08:00
Nash Muhandes
7092550d3e
Merge branch 'master' into pr_lightmap_modding_vkdoom
2024-10-24 11:06:26 +08:00
dpjudas
dfbef085e6
Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
2024-10-22 02:29:12 +02:00
dpjudas
4a425c4493
Add support for updating the CPU-side accelstruct used for actor tracing
2024-10-20 23:54:15 +02:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
2024-10-20 10:25:15 -04:00
nashmuhandes
a45bf49616
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:36:34 -04:00
dileepvr
131ce183db
Missed a line in RenderOrthoNoFog
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Tying up the fov fix.
2024-10-18 03:35:28 -04:00
dileepvr
ee16e47b11
FOV scales ortho up to 180 degrees
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One line change in r_utility.cpp affecting a custom field.
Orthographic projection sees "more" of the sceen as fov increases, but only up to 180 degrees, after which it will have no effect.
Orthographic projection has no meaning for fov since there is no Frustum. But since this is fundamental to the engine, I am reinterpreting it. Cherno wanted this too.
I'll update the wiki if this gets in.
2024-10-18 03:35:28 -04:00
Rachael Alexanderson
48b23bdfae
- readd canvas check
2024-10-17 23:45:22 -04:00
Rachael Alexanderson
7a4a7146f5
Revert "- Actor.GetSpecies() is a non-destructive function"
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This reverts commit ee5442c06b .
2024-10-17 21:29:07 -04:00
Magnus Norddahl
fee5e3a58b
Fix lightmap lights not updating
2024-10-16 21:38:30 +02:00
Magnus Norddahl
bb1174172a
Don't render the lightmap lights as dynlights in gl_levelmesh
2024-10-16 15:01:37 +02:00
nashmuhandes
83b988c76e
Merge branch '4.13' of https://github.com/ZDoom/gzdoom
2024-10-16 02:31:44 +08:00
Ricardo Luís Vaz Silva
44e69451cf
Hook up 3d floor updates to the level mesh
2024-10-15 18:33:30 +02:00
Rachael Alexanderson
ffcce790de
- Actor.GetSpecies() is a non-destructive function
2024-10-15 10:56:50 -04:00
Major Cooke
cca1946201
Added (SPF_)STRETCHPIXELS.
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This counteracts the squaring implied by rolling sprites.
2024-10-15 10:56:43 -04:00
Ricardo Luís Vaz Silva
74a49ca919
change light strength to light linearity 0.0 = inverse square, 1.0 = linear
2024-10-11 11:43:09 +02:00
nashmuhandes
55940ba21d
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-10-10 22:04:23 +08:00
Ricardo Luís Vaz Silva
4615a8e103
update GetDynSpriteLight to use new strength field
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
56787bbc17
Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f226d6a00f
improve strength for small lights
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f11ed26eb8
deduplicate code
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
a79ea9414b
inverse square lights for sprites
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had to add a minimum distance to make sure smaller lights don't completely blow out actors nearby
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e
switch from uniform to shader keys
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
37a7907221
Allow setting light attenuation mode from mapinfo
2024-10-09 04:44:51 +02:00
Dileep V. Reddy
f9a59a989b
Orthographic projection Widescreen aspect ratio horizontal clipping fixed. This one-line change only affects ortho viewpoints. Easy to verify in windowed mode.
2024-10-08 12:36:00 -04:00
nashmuhandes
58ddcd4806
Merge commit ' 6b5be653dc'
2024-10-06 21:29:38 +08:00
dpjudas
c64b5bb2cb
Fix ccmd message
2024-10-01 01:01:46 +02:00
Magnus Norddahl
d69d190dc3
Add savelightmap and deletelightmap ccmds
2024-09-30 18:48:48 +02:00
Dileep V. Reddy
568a39d203
Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior.
2024-09-30 10:16:50 -04:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept ( #2431 )
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Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
Rachael Alexanderson
85ae8f8194
- flat sprites are already square, no need to adjust them
2024-09-29 10:05:43 -04:00
Magnus Norddahl
7e83d726ca
Improve light level updates
2024-09-29 14:21:57 +02:00
dpjudas
9fdd01736e
Don't store HWDecal directly as they may move and animate
2024-09-29 01:13:23 +02:00
Magnus Norddahl
1e23dcee7c
Some initial decal rendering
2024-09-28 22:17:17 +02:00
nashmuhandes
1fae4b9d4a
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-24 15:31:08 +08:00
Gene
de87493c41
Fix incorrect boolean logic for drawBillboardFacingCamera
2024-09-20 08:38:45 -04:00
Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding
2024-09-19 10:56:24 -04:00
nashmuhandes
686320c94d
Don't light decal from lightmap tile if it's supposed to be fullbright
2024-09-18 20:00:31 +08:00
nashmuhandes
9c4814350f
Fix broken corona when the sprite contains alpha
2024-09-17 05:26:59 +08:00
Magnus Norddahl
1c3538d77e
Draw the particles
2024-09-16 22:53:01 +02:00
Magnus Norddahl
c3f65fecdb
Half the scene (all upper and lower walls) is drawn as masked unfortunately
2024-09-16 21:58:10 +02:00
Magnus Norddahl
76536be804
Use the dynamic lights from the level mesh in the light tiles shader
2024-09-16 18:06:21 +02:00
Magnus Norddahl
b43f84def6
Hook up light tile visibility test
2024-09-16 01:04:53 +02:00