Rachael Alexanderson
f36f00910a
Merge commit ' 95b264b'
2024-08-15 13:09:32 -04:00
Rachael Alexanderson
9bbad31278
Merge commit ' b044baf'
2024-08-15 13:06:43 -04:00
Magnus Norddahl
e9946bead2
Fix not lights in the internal lightmapper
2024-08-13 23:35:32 +02:00
dpjudas
b6cbaaedbc
Update the bottom level accel structure if vertices or indexes change
2024-08-11 23:03:32 +02:00
Rachael Alexanderson
a4e3aca33c
- add messages for sector light change, thinker creation, and destruction
2024-08-11 15:58:33 -04:00
Magnus Norddahl
766b558119
Ranges in buffers are so fun!
2024-08-11 20:39:45 +02:00
Magnus Norddahl
e0cba77646
Move levelmeshhelper completely out of the Common folder
...
Connect the level updates to the level mesh
2024-08-11 18:34:03 +02:00
Magnus Norddahl
e80615e167
Move the level mesh dirty ranges to levelmesh so that it can be updated
2024-08-11 17:51:45 +02:00
Ricardo Luís Vaz Silva
8f79753dc0
make sure all texZ functions update the levelmesh
2024-08-11 17:50:36 +02:00
Ricardo Luís Vaz Silva
7456c7685b
make hooks more specific
2024-08-11 17:50:36 +02:00
Ricardo Luís Vaz Silva
467cf2800b
Fix compilation
2024-08-11 17:50:36 +02:00
Rachael Alexanderson
1d86d7080d
- beginning levelmeshupdater work
2024-08-11 17:50:36 +02:00
dileepvr
95b264bdb6
Isometric Mode and Robin ( #2618 )
...
* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
2024-08-11 10:04:40 -04:00
Dileep V. Reddy
8a5e7449c1
Consolidated isometric mode commits.
2024-08-11 15:55:21 +02:00
Magnus Norddahl
f1b9e68305
Add more dynamic update code to level mesh
2024-08-11 01:15:44 +02:00
Ricardo Luís Vaz Silva
b044baf850
don't change priority to idle if i_pauseinbackground is false
2024-08-09 18:04:51 -03:00
Ricardo Luís Vaz Silva
1655f7e3b7
Allow XInput joysticks to work while the game is unfocused
2024-08-09 18:04:51 -03:00
Magnus Norddahl
8b78a1569f
Merge remote-tracking branch 'gzdoom/master'
2024-08-09 20:03:33 +02:00
Xaser Acheron
01e7859e1f
fix MBF21 A_RadiusDamage crash/broken 'distance' arg
2024-08-09 14:32:35 -03:00
Vitaliy Kanev
bd2027ee4b
Support the new Doom + Doom II update
2024-08-09 14:31:48 -03:00
Ashley Miller-Jelfs
7ce6f2214c
Fix Specular not using Material definition for Glossiness and Level
2024-08-08 07:23:00 -04:00
Ashley Miller-Jelfs
7930ee807d
Fix Specular not using Material definition for Glossiness and Level
2024-08-08 08:51:10 +02:00
Rachael Alexanderson
a0802d566f
- fix: check if bombsource exists when exploding a projectile with a XF_NOALLIES flag
2024-08-07 11:12:33 -04:00
Rachael Alexanderson
847f34f2c9
- fix: check if bombsource exists when exploding a projectile with a XF_NOALLIES flag
2024-08-07 11:12:13 -04:00
nashmuhandes
a5b08f0fb1
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-08-04 07:21:43 +08:00
nashmuhandes
593e1c0225
Add SPF_NOMIPMAP to force actor sprites or particles to have no mipmaps. This makes tiny sprites/particles look more crisp and legible in the distance. Mipmapping causes the sprites/particles to have an inconsistent look where they'd sometimes be clearly visible and sometimes less visible depending on camera distance and movement.
2024-08-03 18:45:48 -03:00
Boondorl
3d3cd88868
Disable effects on Actors set not to render locally
...
These are purely visual
2024-07-31 07:00:38 -04:00
nashmuhandes
a6fc168f0b
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-07-31 00:45:38 +08:00
Boondorl
d697eafbe1
Fixed subnormal float viewpos values breaking rendering
2024-07-29 03:10:50 -04:00
Blue Shadow
519dd16c9a
- fixed alignment issue in SBARINFO's DrawString command
2024-07-28 21:19:41 -03:00
Magnus Norddahl
bde15af593
Merge remote-tracking branch 'gzdoom/master'
2024-07-23 19:23:26 +02:00
nashmuhandes
f671018700
Clean up lightmap stuff in the namedef
2024-07-20 12:56:56 -04:00
dpjudas
3ae77ef6c4
Fix crash when loading maps with sectors with no subsectors
2024-07-20 05:45:28 +02:00
Magnus Norddahl
314ec1030c
Fix level mesh crash
2024-07-12 20:04:50 +02:00
Magnus Norddahl
9d78eb5aa0
Fix directory crash for filenames that appear elsewhere in the path
2024-07-12 13:53:45 -04:00
Magnus Norddahl
f5ab26a45b
Fix directory crash for filenames that appear elsewhere in the path
2024-07-12 19:50:18 +02:00
nashmuhandes
566ad81cc0
Rebalance default audio mix
2024-07-12 20:29:48 +08:00
Ricardo Luís Vaz Silva
0caa036a96
fix compilation
2024-07-09 12:25:28 -03:00
Ricardo Luís Vaz Silva
7ddd4ec245
handle freeze in decoupled animations
2024-07-09 12:25:28 -03:00
nashmuhandes
50ce14dedb
Reinstate autoaim as an enabled default
2024-07-07 22:29:08 +08:00
Boondorl
10d0f94972
Misc network fixes
...
Fixed missing teleport specials when predicting. Added rubberband limit; if too far away from the predicted position, will instead instantly snap the player's view to their new spot. Deprecated cl_noprediction; this was pointless as you'd never not want to predict your position/angles. Fixed angle targets not being backed up. Fixed oldbuttons not being set. Updated menu
2024-07-07 01:33:37 -03:00
dpjudas
7f2c928d14
Prepare wall/flat surface create functions to be able to insert in any location in the mesh buffers
2024-07-05 06:50:00 +02:00
Rachael Alexanderson
188ae392e7
- enable mipmapping in 2D
2024-07-04 20:55:15 +02:00
nashmuhandes
50b4fda41b
Enable always running by default
2024-07-04 19:24:58 +08:00
nashmuhandes
a48b4a2fca
Automap color presets match their vanilla colors by default (am_colorset dynamically configured in gameconfigfile.cpp)
2024-07-04 18:49:01 +08:00
nashmuhandes
9c0cd454f0
Remove prediction toggles from the networking menu - unpredicted netgames are objectively inferior and it makes zero sense to allow users to disable them
2024-07-04 18:42:16 +08:00
nashmuhandes
e0af452118
Remove translucency effect from Doom's BulletPuff
2024-07-04 18:40:40 +08:00
nashmuhandes
4d4a5ec440
- Make the default dimcolor match VKDoom's titular orange tone
...
- Change Doom's gold-ish dim color to a more darker red (that gold-ish color is a leftover from ancient ZDoom days... time to move on away from it)
2024-07-04 17:21:11 +08:00
Magnus Norddahl
9d5fd281d6
Increase macOS minimum version to 10.15
2024-07-04 10:58:53 +02:00
Magnus Norddahl
8a51044c68
Second attempt at fixing the build for the crapple platform
2024-07-04 01:13:58 +02:00