Commit graph

3004 commits

Author SHA1 Message Date
Christoph Oelckers
ad7aaa8f2a - specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
2018-06-12 23:52:33 +02:00
Magnus Norddahl
832e7818c8 - rewrote the blur shader so that it works the same way as the rest 2018-06-12 22:14:44 +02:00
Magnus Norddahl
49073489e5 - uniform buffers for the fxaa, blur and bloom shaders 2018-06-11 22:06:46 +02:00
Magnus Norddahl
48f753061a - uniform buffers for the present and shadowmap shaders 2018-06-11 21:42:09 +02:00
Magnus Norddahl
6fcc79d72a - uniform buffers for the tonemap shaders 2018-06-11 21:18:20 +02:00
Magnus Norddahl
2bde741a7e - Uniform buffer for colormap shader 2018-06-11 21:03:55 +02:00
Magnus Norddahl
d22fb24e28 - Uniform buffers for lens shader 2018-06-11 20:58:20 +02:00
Magnus Norddahl
763c5c9769 - change ssao pass to use an uniform block 2018-06-11 20:48:43 +02:00
Magnus Norddahl
85f5f897d7 - enable model rendering in the software renderer 2018-06-09 12:29:33 +02:00
Rachael Alexanderson
512082b222 - fixed: 'empty function OnGiveSecret' - this was my fault, giving bad advice to Marisa in her PR. I fixed it. 2018-06-05 10:20:02 -04:00
Marisa Kirisame
477cf23fd2 Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding. 2018-06-05 10:06:53 -04:00
Christoph Oelckers
a851a5d151 - fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
This is necessary to be in line with P_LineAttack which does check for those.
2018-06-03 17:49:00 +02:00
Christoph Oelckers
cce6c9a085 - fixed precision issue with dot product.
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
2018-05-24 20:31:44 +02:00
Christoph Oelckers
1266339c0f - fixed shader compilation. 2018-05-19 21:17:58 +02:00
Christoph Oelckers
3dc6ddbcc3 - check light direction in the shader.
There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
2018-05-19 19:20:45 +02:00
Christoph Oelckers
b197bfc964 - avoid checking for vr_enable_quadbuffered directly.
This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Jonathan Russell
e9050a38b3 - added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors 2018-05-16 20:47:43 +02:00
Christoph Oelckers
72c7a05ba8 - added compatibility fix for bad sector reference in Plutonia MAP11. 2018-05-05 19:58:34 +02:00
alexey.lysiuk
6d308ca67e Fixed walkthrough blocker in Sin City 2 via compatibility entry
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b broke triggering of important linedef that pushes friendly marine to exit switch

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
2018-04-28 17:45:15 +02:00
Christoph Oelckers
59477362d9 Merge branch 'wallwork' 2018-04-27 20:37:54 +02:00
alexey.lysiuk
c8eefd84fa Enabled playing of *gasp sound by default
https://forum.zdoom.org/viewtopic.php?t=60361
2018-04-27 11:04:21 +03:00
Christoph Oelckers
286846a8ec 2D must consider brightmaps. 2018-04-27 08:59:59 +02:00
Christoph Oelckers
557c8b480b - missed the menu part. 2018-04-25 20:34:28 +02:00
ZZYZX
da089b09b1 Added missing commented enum entry for ETraceFlags on ZScript side 2018-04-25 19:38:29 +02:00
Christoph Oelckers
85300993af - replaced gl_PatchMenu with an MMX 'ifoption' check. 2018-04-25 19:36:48 +02:00
Christoph Oelckers
1648fc6a07 Fixed initialization issues with dynamic lights.
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
Kevin Caccamo
1c58093fc8 Add info about UseSpecial flag feature conflict above Actor.Used 2018-04-24 05:56:07 -04:00
alexey.lysiuk
ee9fa7c33e Made 100% kills possible on Altar of Evil, easy skill
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
2018-04-22 17:49:13 +03:00
alexey.lysiuk
df634539a0 Made 100% kills possible and unstuck imp on Valhalla map
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
2018-04-16 14:34:07 +03:00
alexey.lysiuk
87d164ee59 Added ability to set thing position in compatibility layer 2018-04-16 14:30:21 +03:00
Christoph Oelckers
8a2e52d651 Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL. 2018-04-16 08:45:50 +02:00
alexey.lysiuk
bb037635a8 Fixed missing textures on Valhalla with hardware renderer
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Christoph Oelckers
8b4c74fad8 - the global portal data table also needs to be protected. 2018-04-15 12:16:46 +02:00
Christoph Oelckers
cf8447d19c -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
ba4cc1a6ca Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
Christoph Oelckers
13567f2505 - added a compatibility handler for Kama Sutra MAP01's ending area. 2018-04-13 20:27:21 +02:00
Christoph Oelckers
ac98e5a4f8 - fixed last change of compatibility branch. 2018-04-13 19:28:35 +02:00
Christoph Oelckers
71a6cc4625 Merge branch '2D_Refactor' 2018-04-13 17:52:58 +02:00
Christoph Oelckers
387827555f - added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild. 2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059 - scriptified the last remaining definition (BTSX MAP12 beta)
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1 Scriptified remaining compatibility entries 2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40 Scriptified more compatibility entries 2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161 Scriptified compatibility of Strife level along with needed functions 2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b Scriptified compatibility of more Heretic levels 2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36 Fixed missing texture with hardware renderer on Jenesis MAP16
https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838 Made 100% secrets possible on The Realm of Parthoris E1M5
https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769 -ported a large part of compatibility.txt 2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc - sorted compatibility.txt so that levels which only have flags set are at the top of the file. 2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3 - some improvements to compatibility scripts:
* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f Level compatibility via ZScript -- PoC 2018-04-09 17:54:12 +03:00