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
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
Rachael Alexanderson
c2bce2760b
Merge commit ' e73969d' into gzd4-12-merge
2024-12-18 10:20:53 -05:00
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
1770bbc0d0
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-15 00:42:38 +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
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
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
nashmuhandes
12c6d1361a
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 18:35:54 -04:00
nashmuhandes
83b988c76e
Merge branch '4.13' of https://github.com/ZDoom/gzdoom
2024-10-16 02:31:44 +08:00
Major Cooke
cca1946201
Added (SPF_)STRETCHPIXELS.
...
This counteracts the squaring implied by rolling sprites.
2024-10-15 10:56:43 -04:00
Major Cooke
fa467073eb
Added (SPF_)STRETCHPIXELS.
...
This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
nashmuhandes
58ddcd4806
Merge commit ' 6b5be653dc'
2024-10-06 21:29:38 +08:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept ( #2431 )
...
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
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
fa0a88f85e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-11 00:11:39 +08:00
nashmuhandes
58fecd4b92
Move depth fade definition to GLDEFS
2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85
Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
2024-09-09 17:06:04 +08:00
dpjudas
6c57283b25
Fix null pointer crash when there is no actor
2024-09-09 02:08:33 +02:00
nashmuhandes
166d69164d
Set the depth fade render state from sprites
2024-09-09 02:53:31 +08:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag
2024-09-07 23:09:36 -04:00
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
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
Magnus Norddahl
bde15af593
Merge remote-tracking branch 'gzdoom/master'
2024-07-23 19:23:26 +02:00
Magnus Norddahl
330ec45d84
Merge tag 'g4.12.2'
2024-06-23 22:27:45 +02:00
Major Cooke
5fc3d44ba5
Added SPF_ROLLCENTER for particles and visual thinkers.
2024-06-23 11:09:29 -04:00
Major Cooke
c56d70f2b1
Added SPF_(NO)FACECAMERA flagst for specifying camera facing on particles and visual thinkers.
...
- This also adds ensures facing camera is applied to these via the option menu.
2024-06-23 10:07:22 -04:00
Rachael Alexanderson
cf8a04c457
- simplify squishing to square pixels for particles and rollsprites
2024-05-21 03:09:47 -04:00
Rachael Alexanderson
7ef6fa97a7
- make roll and flat sprites square
2024-05-03 14:32:53 -04:00
Rachael Alexanderson
4bf2fb0ef8
- make particles square
2024-05-03 02:04:29 -04:00
Rachael Alexanderson
25f791156f
- fixed: rollsprites now 'unstretch' properly in regular y-billboarding
2024-04-28 01:32:33 -04:00
Rachael Alexanderson
586e89954a
- fixed: rollsprites now 'unstretch' properly in regular y-billboarding
2024-04-23 20:31:05 -04:00
Rachael Alexanderson
112c6cbccf
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzdoom-update-4-12-1
2024-04-21 11:05:59 -04:00
Rachael Alexanderson
111fd48348
- stretch billboarding sprites properly according to the level's aspect ratio
2024-04-20 17:53:08 -04:00
nashmuhandes
a72057945b
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-03-16 04:37:28 +08:00
Major Cooke
fe0de5053a
- Fixed: ROLLCENTER was always being applied even when the flag wasn't present.
2024-03-15 01:17:19 -03:00
nashmuhandes
74a27be3fd
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-03-10 03:34:37 +08:00
Boondorl
b469770ecc
Reworked view offsetting
...
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
2024-03-01 07:10:26 -05:00