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
Ricardo Luís Vaz Silva
1a8dfd2dfa
ActorModelData cleanup in preparation for decoupled model animations
2023-11-20 22:08:33 -05:00
Major Cooke
848dbd4d3d
Fixed uninitialized variables causing issues with other compilers.
2023-11-20 22:07:58 -05:00
Major Cooke
8fcd2c5f43
Fixed compilation with CI
2023-11-17 08:06:11 -05:00
Major Cooke
48e7c2d994
- Proper heap handling of HWSprite pointer
...
- Added `Construct()` method and ensure it's called when created from any means
2023-11-17 08:06:11 -05:00
Major Cooke
0b6bae59ee
Added scolor property, allowing for colorizing ZSprites.
...
- fixed ZSprites not updating important variables while frozen.
2023-11-17 08:06:11 -05:00
Major Cooke
b6b1b25035
Added ZSprites.
...
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.
Misc:
- Fixed (Sprite)Offset taking roll into account.
Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
Christoph Oelckers
9f90c64727
use FTranslationID in the high level parts of the hardware renderer.
2023-11-09 23:04:11 +01:00
Christoph Oelckers
c426094d54
use translation IDs in the software renderer.
2023-11-09 23:04:11 +01:00
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.
...
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
Christoph Oelckers
299728d3d9
fix copy/paste error in HWWallDispatcher
2023-11-02 21:40:08 +01:00
Professor Hastig
677e1c888b
fixed: Skewing to front and back floor was swapped.
2023-11-02 16:27:43 +01:00
Christoph Oelckers
bdee1f3d34
added per-sector sky UDMF properties.
...
(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
2023-10-29 17:49:59 +01:00
Christoph Oelckers
12bc9db609
hooked up the per-level colormaps with the hardware renderer.
2023-10-29 08:13:01 +01:00
Ricardo Luís Vaz Silva
e12f2ce0fe
Allow setting the colormap from mapinfo (dsda-doom)
2023-10-29 07:40:56 +01:00
Magnus Norddahl
d93c1798f6
Merge remote-tracking branch 'gzdoom/master'
2023-10-27 20:44:09 +02:00
Christoph Oelckers
fb4667b9bb
fix coronas
2023-10-27 20:35:06 +02:00
Professor Hastig
77e5fd3081
fixed skewing for lower tiers.
2023-10-26 09:40:31 -04:00
Magnus Norddahl
4665f8ff79
Merge remote-tracking branch 'gzdoom/master'
2023-10-25 22:25:12 +02:00
Christoph Oelckers
eeac40fffc
take most direct drawinfo references out of HWWall.
2023-10-25 21:35:42 +02:00
Christoph Oelckers
1f5df23818
took several functions out of HWDrawInfo.
...
The only thing they needed from that class is the Level pointer and the light mode, this is better passed in as function argument.
2023-10-25 21:19:58 +02:00
Rachael Alexanderson
6d1ebf5f27
- allow FORCEBACKCULLFACES to work with hud models
2023-10-25 10:57:48 -04:00
Christoph Oelckers
b48caddb96
reworked the skewing properties.
...
The Eternity-based definitions are currently disabled due to unclear semantics and overall unsatisfying design. They can be re-enabled once their precise working has been established.
New properties were added to replace them with something that will be clearly specified and is fully ortohonal i.e. they will allow to align an upper tier skew with the floor as well and a lower tier's skew with a ceiling.
2023-10-20 18:14:20 +02:00
Professor Hastig
f92f6b8de4
added wall texture skewing.
...
This uses the same UDMF properties as Eternity recently introduced for the same feature.
2023-10-20 08:23:56 +02:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
3cff0de273
Turn off gl_levelmesh
2023-10-19 22:37:17 +02:00
Magnus Norddahl
dec03cb265
Fix compile errors after rebase
2023-10-19 22:16:11 +02:00
Magnus Norddahl
05e46e0cb4
Fix DrawLevelMesh bugs
2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
6dd72e5439
Begin code for drawing the level mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
ff8b51a1b6
Remove SplitWallComplex
2023-10-19 22:07:21 +02:00
Magnus Norddahl
52ec71b05b
Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan
2023-10-19 21:31:12 +02:00
Magnus Norddahl
e75e5a387b
Merge remote-tracking branch 'gzdoom/master' into merge-gzdoom
2023-10-19 21:05:17 +02:00
Christoph Oelckers
9cd57faec1
rewrite of HWWalls to allow grabbing the output from the render item generator.
2023-10-19 18:35:51 +02:00
Magnus Norddahl
9a334570f0
Add lm_dynamic UDMF boolean on sectors for marking if a sector should update its lightmap dynamically
2023-10-17 19:10:39 +02:00
Magnus Norddahl
5e3d6e39a0
Merge gl_light_shadowmap and gl_light_raytrace cvars as gl_light_shadows
...
Rename gl_shadowmap_filter to gl_light_shadow_filter as it applies to raytraced shadows as well
2023-10-15 16:14:00 +02:00
Rachael Alexanderson
bac12948e5
- add forcecullbackfaces in modeldef
2023-10-14 14:37:40 -04:00
dpjudas
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Christoph Oelckers
89535b803a
Backend update from Raze.
2023-10-07 18:42:24 +02:00
Professor Hastig
ab8711b57a
removed several bad casts to 'long'.
...
The 'long' type should generally be avoided because its size differs on Windows and Linux/Mac so it is almost guaranteed to cause undefined behavior
2023-10-04 16:47:43 +02:00
Christoph Oelckers
1717ff47b2
add GetChars() accessors to many FString uses where const char* is wanted.
...
By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Magnus Norddahl
bcea260f33
Fix misc bugs related to the dynamic lightmap and polybsp lines in the lightmapper
2023-10-02 02:40:40 +02:00
Magnus Norddahl
cc8ba3b6f3
Simplify code
2023-10-01 22:11:05 +02:00