Magnus Norddahl
b407ea2164
Change gl_light_shadowmap to default to being off
2017-03-10 22:12:13 +01:00
Magnus Norddahl
59ec97d2d5
Fix shadow map acne and the attenuate flag
2017-03-10 22:08:55 +01:00
Magnus Norddahl
b660493051
Add menu option for disabling shadow maps and detecting if storage buffers are available or not
2017-03-10 19:10:40 +01:00
Magnus Norddahl
b281a697ce
Document the algorithm used for generating the 1D shadow maps
2017-03-08 14:12:59 +01:00
Magnus Norddahl
d09c3ad305
Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree
2017-03-08 13:31:19 +01:00
Magnus Norddahl
8687a9868a
Rename Level2DShape to LevelAABBTree and add a bit of documentation to it
2017-03-08 12:40:45 +01:00
Magnus Norddahl
cb40c369cd
Added PCF shadows
2017-03-08 01:35:07 +01:00
Magnus Norddahl
850e61d1c9
Add shadow test to sprites
2017-03-08 00:34:08 +01:00
Magnus Norddahl
818b72fbf5
Reduce margin a little
2017-03-08 00:33:42 +01:00
Magnus Norddahl
6df3b3fbca
Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
2017-03-07 15:58:22 +01:00
Magnus Norddahl
8515f9720a
1D shadow maps are now working
2017-03-04 09:14:01 +01:00
Magnus Norddahl
0d1deddae5
Bind shadow map texture for main.fp and sample from the shadowmap texture
2017-03-02 19:10:57 +01:00
Magnus Norddahl
538d516c9a
Upload shadow map index for each light to main.fp
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Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Magnus Norddahl
d450deee76
Generate shadow map for lights
2017-03-02 16:19:07 +01:00
Magnus Norddahl
62c285f7b3
Create a shadowmap texture and upload light list
2017-03-02 16:19:06 +01:00
Magnus Norddahl
7a4b01471d
Add class updating and managing the shadow map texture
2017-03-02 16:19:06 +01:00
Magnus Norddahl
6363c6cf58
Add a shadowmap shader
2017-03-02 16:19:06 +01:00
Magnus Norddahl
58c7c3c902
Upload BSP tree to the GPU
2017-03-02 16:19:06 +01:00
Christoph Oelckers
e64f1e645d
- exported constants for SetGlobalFogParameter to ZScript.
2017-03-02 13:14:55 +01:00
Christoph Oelckers
62dd810a4e
- fixed: A_ProgrammerMelee damaged the caller, not the target.
2017-03-02 13:14:54 +01:00
Rachael Alexanderson
26f7902c3f
- fixed: If player is killed by world, attacker was not checked for nullptr, causing a crash.
2017-03-02 13:02:25 +01:00
Christoph Oelckers
ff88ecd3f0
- a bit more reordering for another minor performance gain.
2017-03-02 12:55:04 +01:00
Christoph Oelckers
4dc0599a6c
- did a bit of reordering AActor's variables to group the ones together which are accessed by the renderer. Tested with some actor-heavy maps this does provide a small, approx 3-4% speedup in the OpenGL sprite processing function.
2017-03-02 12:37:25 +01:00
Christoph Oelckers
3532e50575
- check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way.
2017-03-02 12:14:00 +01:00
Christoph Oelckers
cfda1a49d4
- forgot to save the last fix for the previous commit.
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- let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size.
2017-03-02 11:58:30 +01:00
Christoph Oelckers
b194ba205a
- backported Zandronum's MaxHealth base class for the MaxHealthBonus item.
2017-03-02 11:39:52 +01:00
Christoph Oelckers
00dc59ebdc
- separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color.
2017-03-02 10:26:23 +01:00
Christoph Oelckers
59bd4d608c
- fixed: Be a bit more paranoid about what to consider a mod with an empty top-level directory.
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This should only be accepted if the subdirectory contains at least one identifiable game definition lump to avoid catching some patch mods with only a few files.
2017-03-02 10:00:22 +01:00
alexey.lysiuk
384accbc86
Fixed name and placement of 'All except doors' localized string
2017-03-02 10:12:11 +02:00
Christoph Oelckers
3c21ca9cb1
- added a compatibility option to move vertices and applied it to E1M6 of Masters of Chaos.
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This map has a door/lift combination that could trap the player without any chance to get out because both elements are so close together that it was almost impossible to trigger the lift. Moved two vertices by one map unit to make enough room.
2017-03-01 22:06:39 +01:00
Christoph Oelckers
9b2f31e692
- had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type.
2017-03-01 20:54:37 +01:00
Christoph Oelckers
0de79042d4
- fixed: 'Bloodtype' cannot use the generic property definition because it needs special handling for optional arguments. This reinstates the native handler.
2017-03-01 20:20:46 +01:00
Christoph Oelckers
b5d4a59465
- fixed: Meta properties must not be serialized.
2017-03-01 20:10:24 +01:00
Matthew McAllister
0583691670
Add bash-style console shortcuts
2017-03-01 11:33:14 +01:00
Christoph Oelckers
cb295e0441
- added parameter to PLayerPawn::GetMaxHealth to return the real maximum health, including stamina upgrades.
2017-03-01 00:04:17 +01:00
Christoph Oelckers
12915b5f6e
- use an inventory flag to decide what items are slipped by DF_NO_HEALTH and DF_NO_ARMOR. With all the changes over the last 10 years this had become too spotty.
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- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
2017-02-28 21:45:47 +01:00
Christoph Oelckers
dc6c91042b
- fixed misordered ACS functions.
2017-02-28 18:47:18 +01:00
Christoph Oelckers
314a642527
Merge branch 'meta'
2017-02-28 14:47:00 +01:00
nashmuhandes
bb1709228c
Changed FOV from a CCMD to a CVar, allowing players' FOV settings to persist. Also exported SetFOV to PlayerInfo for ZScript.
2017-02-28 14:46:30 +01:00
Christoph Oelckers
5f6da0d222
fixed double allocation of metadata.
2017-02-28 14:44:18 +01:00
Christoph Oelckers
168627f549
- native meta variables are not needed anymore. They were only a temporary aid to properly handle this, but now all have been redone.
2017-02-28 14:38:50 +01:00
Christoph Oelckers
bc0ffc4185
- removed access to the PlayerPawn's DisplayName variable. This one has implicit semantics, so wherever a displayable name is needed GetPrintableDisplayName should be called instead to allow later refactoring of the internal handling.
2017-02-28 14:33:46 +01:00
Christoph Oelckers
fc125f7eaf
- reworked the obituary system to use scripted virtual overrides. Let's hope this solves the problems with the original code, now that any actor needing special treatment can override it.
2017-02-28 14:30:14 +01:00
Christoph Oelckers
851984efe0
- made GetDeathHeight a virtual scripted function.
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- made GetGibHealth a virtual scripted function.
- removed a few more native meta properties.
2017-02-28 13:40:46 +01:00
Christoph Oelckers
d5250d6b9f
- made WoundHealth modifiable to allow more control over the wound state.
2017-02-28 12:56:35 +01:00
Christoph Oelckers
2a4a5e7a70
- refactored a few more native meta properties.
2017-02-28 12:47:44 +01:00
Christoph Oelckers
1311f08f47
- scriptified Actor.GetBloodType as a virtual function to allow mods more flexibility here.
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- made CameraHeight a modifiable actor property - it was readonly before.
- allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name.
2017-02-28 12:11:25 +01:00
Christoph Oelckers
b6a1fe7fc6
- scriptified the basic attack functions, its properties and the explosion properties to test the new metadata system.
2017-02-28 10:51:32 +01:00
Christoph Oelckers
a93a7e1cac
- handle player meta properties.
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Only two really make sense, the rest is never used from scripts and may just remain where it was.
2017-02-28 01:23:12 +01:00
Christoph Oelckers
4a87a598fb
- do floatification of the UDMF Health property as it should have been.
2017-02-28 00:59:09 +01:00