nashmuhandes
635a279186
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-08 16:26:26 +08:00
Magnus Norddahl
a77dfae0bc
Fix out of pool memory error
2021-10-08 10:15:01 +02:00
Christoph Oelckers
19aac25f19
- fixed some imprecisions in font luminosity calculation.
...
This was still going through the palette which could result in off-by-one errors.
2021-10-07 00:13:34 +02:00
Christoph Oelckers
60bf096912
- fixed palette initialization for single lump fonts (FON2 and BMF)
...
The bad increment was due to the palette being a byte array in older versions.
2021-10-06 20:30:29 +02:00
Christoph Oelckers
a8ea5bef00
- removed unused static array.
2021-10-06 14:10:22 +02:00
Christoph Oelckers
8d9d56c339
- push sprite shadows a little back for distance sorting
...
They always need to be behind sprites with the same distance.
2021-10-05 13:57:31 +02:00
nashmuhandes
82a3036429
Set the ZDRay-specific things to not spawn in the MAPINFO
2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4
Add sunlight actor for ZDRay
2021-10-05 18:09:00 +08:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
...
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers
6e9e75c02c
- disallow changing the line spacing for option menus.
...
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Christoph Oelckers
6bf487dac3
- fixed wrong state being checked for dynamic light updating.
2021-10-03 15:44:42 +02:00
Christoph Oelckers
b4d03501af
- be a bit more aggressive with the GC when not running the game loop.
...
Since most CheckGC calls are within the main game ticker, the engine can accumulate a lot of data when creating/deleting objects in the menu or other UI parts and never manage to collect everything
2021-10-03 14:01:27 +02:00
Christoph Oelckers
88be3b8a1b
- fixed base class for DShape2DBufferInfo.
2021-10-03 13:09:39 +02:00
Christoph Oelckers
6da9f00e6e
- allow "INDEXFON" as an alias for "INDEXFONT".
2021-10-03 09:00:24 +02:00
Magnus Norddahl
247deff5bb
Fix using wrong lightmap UV coordinates after all the wall clipping did its thing
2021-10-03 03:47:40 +02:00
Magnus Norddahl
0ac1baac48
Simplify the lightmap array slightly
2021-10-02 22:14:56 +02:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
arrowgent
51faf8a9c6
change version input in feature_request.yml
...
remove dropdown list since i cant determine how to get a workflow to pull info from known releases
2021-10-01 20:15:26 +02:00
arrowgent
b48e99637e
change version input in bug_report.yml
...
remove dropdown list since i cant determine how to get a workflow to pull info from known releases
2021-10-01 20:15:26 +02:00
Blue Shadow
f517d33ecf
- fixed A_Punch having a short attack range (take 2).
...
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
Rachael Alexanderson
a15d4e574d
- oops forgot the namespace
2021-09-29 10:52:46 -04:00
Rachael Alexanderson
e9ce77c39e
- fix the ugly constants in udmf.cpp - namespace them to the file, and add comments depicting what they are
2021-09-29 10:51:59 -04:00
nashmuhandes
70b72a2157
- Recognize the new lightmap UDMF keywords
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- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
ae50fcdf8b
Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map.
2021-09-29 17:00:10 +08:00
nashmuhandes
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +08:00
nashmuhandes
e74b338b79
- Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
...
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes
b3a2b9b2a5
Adjust the light probe assets to better aid debugging
2021-09-26 01:20:10 +08:00
Magnus Norddahl
e0ea5e3b55
Add light probe support for sprites
2021-09-25 18:53:18 +02:00
Emile Belanger
8f54de99e0
GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
2021-09-25 11:14:18 -04:00
Magnus Norddahl
b59554f319
Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
2021-09-25 08:42:31 -04:00
Jan Engelhardt
25350109e8
gles: look for libGLESv2.so.2
...
Distros do not have the .so files at all times, because those are
counted as development and not runtime.
2021-09-25 04:21:16 -04:00
nashmuhandes
d2b8f1aaff
Add light probe actor
2021-09-25 12:00:25 +08:00
Magnus Norddahl
8a2f445dd6
Fix lightmap texture not getting bound by the OpenGL backend
2021-09-25 00:39:28 +02:00
Magnus Norddahl
63ecb36889
Add lightmap texture support to vulkan backend
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Also fix a warning in SetFlatVertex
2021-09-25 00:13:25 +02:00
Magnus Norddahl
24070cba2d
Add missing LightMap bind call
2021-09-24 17:24:59 +02:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
Blue Shadow
3b31dda6b8
- resolved a VM abort upon morphing while the tome of power is active
2021-09-24 13:34:35 +02:00
nashmuhandes
934b5af975
Add lightmaps to 3D floors
2021-09-24 17:42:34 +08:00
nashmuhandes
3f3769afdb
- implement drawing sides with lightmaps
...
- misc bug fixes in lump loading and format
2021-09-24 17:27:23 +08:00
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
...
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
nashmuhandes
39481f0d07
- Add support for loading lightmap data generated by ZDRay
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- Initialize lightmap texture in the hardware abstract parts of the engine
2021-09-24 14:51:48 +08:00
Christoph Oelckers
3ef60a40a5
- fixed particle processing in the main thinker loop
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This may not be guarded by the dynamic light flags, only the light ticking may.
2021-09-24 08:33:37 +02:00
drfrag
d84b44cbd1
- Add missing null pointer check.
2021-09-24 08:07:20 +02:00
Christoph Oelckers
23477342c3
- fixed handling of states with the 'light' keyword.
2021-09-24 00:01:19 +02:00
drfrag
c13cd74766
- Fixed broken V_BreakLines.
2021-09-23 15:36:24 +02:00
Christoph Oelckers
708717b6ab
- we're past 4.7 now.
2021-09-23 14:01:14 +02:00
Christoph Oelckers
dc116721fb
- missed the index.
2021-09-23 11:41:48 +02:00
Christoph Oelckers
f10578a04b
- treat "materials" as a known folder name for eliminating root folders in Zips.
2021-09-23 10:54:18 +02:00
Christoph Oelckers
7ce5bb4861
- re-enable light attenuation.
2021-09-22 12:14:29 +02:00