Commit graph

22,257 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
f4ac616b57 save extraArgs to CVar for easier testing 2025-05-15 20:50:22 -03:00
XLightningStormL
1f1d9dc1b5 Fixed a major bug
Fixed a potential loop crash caused by an undefined amount int in TakeInventory (and derivatives) now it will assume if by is less than 1 that the item is to be destroyed.
2025-05-14 12:35:01 -03:00
Ricardo Luís Vaz Silva
0532a298d2 fix MDL_USEROTATIONCENTER 2025-05-11 01:12:55 -03:00
biwa
501a21869c Fixed issue where seams can be seen when using animated fire textures 2025-05-11 00:09:52 -03:00
Ricardo Luís Vaz Silva
385033e999 fix CalcModelFrame/SetBone/GetBone/SetAnimation not grabbing smf from modeldata for decoupled anims 2025-05-10 18:24:16 -03:00
Boondorl
58809a3689 Fixed up game id
Store it in a proper buffer.
2025-05-09 20:39:56 -03:00
Boondorl
7877018471 Added CRC to packets
Verify that data is correctly ordered and reject packets that aren't. Also generates a random game id to ensure packets are coming from legitimate clients.
2025-05-09 20:39:56 -03:00
Ricardo Luís Vaz Silva
9e2b1f9c4c
Bone Getters Part 2/3, plus fixed warnings for MSVC
* add getters for frame poses

* fix missing joint in GetJointPose

* clean up models_iqm.cpp

* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function

* clean up SetModelBoneRotationInternal

* clean up a few float <-> double and unsigned <-> signed warnings

* fix more warnings

* further clean up warnings

* split mode ObjectToWorldMatrix stuff

* initial work on bone getters, matrix hell

(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)

* clean up matrix math

* GetBone/TransformByBone

* fix GetBoneFramePose

* fix ObjectToWorldMatrix

* fix missing array resize

* raw matrix getters (for use with gutamatics/etc)

* reverse matrix mult order

* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS

* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless

* GetBonePosition

* deduplicate code

* rename GetBonePosition to GetBoneBasePosition to avoid confusion

* GetBoneBaseRotation

* GetBonePosition helper function

* forgot include_offsets
2025-05-09 17:06:16 -03:00
Ricardo Luís Vaz Silva
9eaf472071 fix gldefs and decaldef being inverted 2025-05-06 22:10:28 -03:00
Owlet7
6564fa04e1 Added obituaries to ID24 monsters
Renamed the language identifiers of the ID24 monsters to match the ones used by Legacy of Rust in DOOM + DOOM II.
2025-05-06 22:05:23 -03:00
Owlet7
d3ecb5b86c Use old SNDINFO syntax for ID24 sounds
I made the mistake of mixing the two different syntaxes in my last PR. Here's a fix.
2025-05-06 22:02:38 -03:00
TheSuperDave938
eb22547fc9 ID24 Weapon Lights and Decals 2025-05-06 11:50:17 -03:00
Owlet7
fc7e4c768e Use correct ID24 actors ednums 2025-05-06 11:49:33 -03:00
Owlet7
54a100d975 Add support for ID24 monsters and decorations 2025-05-06 11:49:33 -03:00
Dileep V. Reddy
cfae4be8fb Forgot to add the skymist lumps. 2025-05-06 11:47:45 -03:00
dileepvr
b68f04fa75 Allow skymist to animate
Allow animated skymist layer.
2025-05-06 11:47:45 -03:00
Dileep V. Reddy
e9a067dd65 Skymist is a third sky layer with transparency, and adopts the fade color and skyfog density. Size not connected to SKY1 or SKY2. Works with 6-sided skyboxes. Three template pngs (skymist1, 2, & 3) all 1x544 pixels, 8-bit grayscale with transparency are part of gzdoom.pk3 for general usage. Can supply custom lump through mapinfo. Console command 'skymisttoggle' shows the effect (make sure fade has a non-zero color in mapinfo and skyfog has non-zero density). Oh, and skyfog now works with 6-sided skyboxes. 2025-05-06 11:47:45 -03:00
DyNaM1Kk
31cd741cb0 Scriptified DBaseStatusBar::Draw 2025-05-06 11:46:34 -03:00
DyNaM1Kk
3bb716c414 Exported RefreshBackground 2025-05-06 11:46:34 -03:00
DyNaM1Kk
5168ce0e04 Exported DrawCrosshair 2025-05-06 11:46:34 -03:00
DyNaM1Kk
8447e1716c Added a menu option for am_showlevelname 2025-05-05 12:01:13 -03:00
XLightningStormL
9c383e9379
DepleteBy virtual
* Update inventory_util.zs

Added ExtraDepletionBehavior() functionality to TakeInventory and UseInventory

* Update inventory.zs

Added ExtraDepletionBehavior (int takeAmount) function

* Update inventory_util.zs

ExtraDepletionBehavior now requires at least 1 item in reserve to work

* Replaced ExtraDepletion with DepleteBy Logic

Shoutout to RicardoLuis0

* Replaced ExtraDepletion with DepleteBy Logic

Shoutout to RicardoLuis0

* Update inventory_util.zs

added sv_infiniteinventory checks for takeinventory for custominventory items, restored support for sv_infiniteinventory useinventory items

* Update inventory.zs

cleaned up DepleteBy - removing unnecessary "--Amount <= 0 && usedItem" check and usedItem bool

* Update inventory_util.zs

removed unnecessary sv_infiniteinventory check

* Update inventory.zs

amount is integer, depleteordestroy should occur when amount is less than 1
2025-05-02 20:27:28 -03:00
Dileep V. Reddy
502af6adb9 SSECMF_DRAWN was being skipped for some cases, affecting texture automap drawing. See bug #3066. 2025-05-02 09:37:59 -04:00
Rachael Alexanderson
0d612553a4
- do not allow sv_gravity to be INF 2025-05-02 09:36:05 -04:00
Ricardo Luís Vaz Silva
3780c5910a
Bone Manip part 1 - bone setters
* split frame info calculation from RenderFrameModels

* clean up fvec4 being used as quat in iqms

* initial work on bone setting

* implement bone setters

* clean up FindModelFrame

* refactor model overrides into its own function

* refactor frame rendering into RenderModelFrame

* split frame processing into ProcessModelFrame

* refactor BoneOverride in preparation for translation/scale overrides

* clean up macros

* SetBoneTranslation/SetBoneScaling

* GetBoneOffset

* fix compilation on linux/mac (fuck you MSVC)

* fix typo 😅

* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually

* bone info getters

* fix joint lengths, add joint dirs

* serialize bone overrides

* fix bone dir return type

* GetBoneIndex/GetBoneCount

* helper functions for working with non-quat angles

* add mode enum, add more helper functions

* fix up formatting
2025-05-01 10:15:46 -03:00
Ricardo Luís Vaz Silva
c0d17bbda3 limit light alpha mult to renderflag 2025-04-29 15:47:28 -03:00
Xaser Acheron
80c36d4069 add a few commonly-used gzdoom-specific properties to the dehacked parser 2025-04-29 08:05:38 -03:00
Xaser Acheron
a393a6ac56 fix dsdhacked actors not spawning when placed in a map 2025-04-29 07:53:02 -03:00
DyNaM1Kk
b7d6f0b1a4 Added am_showlevelname CVar
Allows controlling the visibility of the level name on the automap.
2025-04-27 01:31:13 -03:00
Ricardo Luís Vaz Silva
880ebfd94c fix up header comment 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
d56b84d094 hook up includes for vulkan 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
317cd358d1 implement includes for opengl 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
b6bdb7b4e7 fix missing newline in stb_include 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
c0b6427b12 print warning for texture2d usage 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
009b84bb1a print warning for deprecated uniform declarations 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
7bcbc8f824 add filename info to stb_include 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
0d7bb40648 make code more readable 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
44f1e239e4 deduplicate code 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
3f65c2191a better formatting 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
82e5dc2db6 remove raw C string manipulation, add missing chunk 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
d23faa6ab8 convert stb_include to FString, trim out some stuff 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
817a3778d8 split stb_include into .cpp and .h 2025-04-23 18:49:23 -03:00
Ricardo Luís Vaz Silva
8c66f5c64d add stb_include 2025-04-23 18:49:23 -03:00
MajorCooke
2a6e354d92 Replaced the code jumping in P_SpawnBlood with simple boolean checks. 2025-04-23 18:49:11 -03:00
MajorCooke
6c4afed100 SpawnBlood now returns an actor spawned by the function. 2025-04-23 18:49:11 -03:00
dileepvr
701d1f71d1 Ensure boolean to suppress compiler warning
Finally used `!!(...)` somewhere.
2025-04-20 16:38:52 -03:00
dileepvr
34451c9acd Boolean op instead of mod with 2
`( ... & 1)` is simpler than `(... % 2 != 0)`.
2025-04-20 16:38:52 -03:00
dileepvr
e199fd11d5 Fixed pitch culling in reflective flats for OoB Viewpoints
The vertical clipper needed viewpoint pitch sign to be flipped to work correctly. Only relevant for OoB viewpoints.
2025-04-20 16:38:52 -03:00
Boondorl
524cd55813 Added OnLoad virtual
Allows for things to be reinitialized where needed for Thinkers. Moved hidden state of items over to OnLoad.
2025-04-17 18:58:02 -03:00
Ricardo Luís Vaz Silva
44c9140aad save togglehud to ini so that it can be properly restored on crash/exit 2025-04-17 18:57:11 -03:00