Commit graph

1,421 commits

Author SHA1 Message Date
Magnus Norddahl
d435c9c144 Fix crash when switching from a level with lightmaps to one without 2025-01-19 12:36:40 +01:00
Magnus Norddahl
6ba2cff8cb Replace the savelightmap and deletelightmap ccmds with vktool 2025-01-12 20:03:19 +01:00
Ricardo Luís Vaz Silva
73e17842d3 remove AActor from common 2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
fcf4c9d07e implement actor uniforms 2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
91300ac3b4 implement per-class globalshaders 2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
8c3268ae1c pass actor to FModelRenderer::SetMaterial 2025-01-11 11:23:42 +01:00
Ricardo Luís Vaz Silva
c72bad053f add gl_wireframe and gl_wireframecolor 2025-01-09 21:53:28 +01:00
Ricardo Luís Vaz Silva
9073fb8501 add shadowMinQuality property and gl_light_shadow_max_quality CVar 2025-01-03 07:30:54 +01:00
Ricardo Luís Vaz Silva
e75d8d35eb move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey 2025-01-03 07:30:54 +01:00
Boondorl
3a179ec1c6 Make coronas array global
Correctly collect all coronas to be drawn across all view points
2025-01-01 23:12:48 +01:00
Boondorl
616d201dfc Updated fogball sorting
Take sector portals into account.
2025-01-01 23:12:48 +01:00
Boondorl
d3fe5a1946 Fixed corona appearing in wrong world position 2025-01-01 13:27:51 +08:00
Boondorl
4c5375c553 Fixed coronas not respecting static portals 2025-01-01 13:27:51 +08:00
Ricardo Luís Vaz Silva
9d9938cccc Fix cache while trace isn't moved to GPU
isn't the fastest or most memory efficient fix, but should hopefully only be temporary
2024-12-31 04:43:27 +08:00
Ricardo Luís Vaz Silva
eab97f826d forgot these 😅 2024-12-30 01:18:46 +01:00
Ricardo Luís Vaz Silva
aa51ac7b6d only lightmap updated tiles once they're visible 2024-12-22 00:28:03 +01:00
nashmuhandes
ca61ae470f Affect Actors with the sun intensity 2024-12-21 17:48:17 +01:00
nashmuhandes
c2808809b7 Add customizable sunlight intensity (both to ZDRayInfo and ZScript) 2024-12-21 17:48:17 +01:00
nashmuhandes
f455990b7b Bump the lightmap lump version to invalidate really old (ZDRay) lightmaps. 2024-12-21 18:43:07 +08:00
Ricardo Luís Vaz Silva
af5497c6dd force updated lights to ignore actor trace cache 2024-12-20 05:29:05 +01:00
Ricardo Luís Vaz Silva
ecf0382005 don't run 2d shadowmap for rt dynlights 2024-12-19 12:53:17 +08:00
Ricardo Luís Vaz Silva
5d35ae9b4d also do Actor Trace for non-lightmaplights if gl_light_shadows is 2 2024-12-19 12:53:17 +08:00
Rachael Alexanderson
c2bce2760b
Merge commit 'e73969d' into gzd4-12-merge 2024-12-18 10:20:53 -05:00
nashmuhandes
be36118017 Exclude fullbright stuff from tracelighting 2024-12-17 10:07:44 +08:00
Magnus Norddahl
acdf49ee7a Don't use glcycle_t 2024-12-17 00:39:38 +01:00
Magnus Norddahl
e30831a409 Clean up the ranges code a bit 2024-12-16 22:17:18 +01:00
Magnus Norddahl
e002697598 Add cpublasinfo ccmd 2024-12-15 16:30:19 +01:00
Boondorl
4d5bba8d02 Clean up decal behavior
Only update the mesh if a decal was truly created/destroyed
2024-12-14 05:40:45 +08:00
Ricardo Luís Vaz Silva
c2901404d5 ensure non-dynamic tiles are baked first 2024-12-14 05:40:32 +08:00
Magnus Norddahl
36d74cf8f9 Try try again 2024-12-12 23:21:45 +01:00
Magnus Norddahl
2040be87a5 One more save fix 2024-12-12 23:10:13 +01:00
Magnus Norddahl
bd3b41cffb Don't save dynamic lightmap textures 2024-12-12 21:19:17 +01:00
Magnus Norddahl
22aab27058 Add some lame free list info 2024-12-12 18:58:47 +01:00
Magnus Norddahl
dafc612b68 Add measurement of how long DoomLevelMesh::BeginFrame took 2024-12-10 23:05:57 +01:00
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)"
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
e73969d5a5 Merge commit '878c5f0857' into gzd-master-experimental 2024-11-24 07:59:06 +08:00
Boondorl
c31f45c653 Fixed view for frozen players
Will no longer try and extrapolate mouse input that's bound to mispredict.
2024-11-19 08:00:37 -05:00
nashmuhandes
2e09abc4e8 Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental 2024-11-16 13:16:21 +08:00
Boondorl
3ea5be1ea7 Reworked FRandom constructors
Removes ambiguity while keeping old constructor syntax in check for better overall portability.
2024-11-15 23:56:23 -03:00
Boondorl
597b06ae52 Added CRandom functions
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00
nashmuhandes
1770bbc0d0 Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental 2024-11-15 00:42:38 +08:00
nashmuhandes
b03dd471ca Merge branch 'master' of https://github.com/dpjudas/VkDoom into gzd-master-experimental 2024-11-14 23:30:07 +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
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers 2024-11-13 16:16:36 -05:00
Ricardo Luís Vaz Silva
a0c1f5b1b7 fix compilation 2024-11-13 17:02:50 -03:00
Rachael Alexanderson
ad40299da4 - add sprite/frame support for VisualThinkers 2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
9466c2d138 remove unecessary allocations 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
174344ddf1 move visual thinker definition into its own header 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a Compress visualthinker bools into a flags field 2024-11-13 15:47:22 -03:00
nashmuhandes
5464090800 Merge branch 'post-4.13' of https://github.com/madame-rachelle/gzdoom into gzd-master-experimental 2024-11-05 21:51:43 +08:00