Commit graph

4548 commits

Author SHA1 Message Date
nashmuhandes
356391b1d7 Re-add corona docs that was meant to be part of the original pull request that didn't make it into GZDoom 2023-09-25 21:19:00 +02:00
Magnus Norddahl
d97f9f3055 Fix sunlight not working on models 2023-09-25 21:18:59 +02:00
Magnus Norddahl
c23a109105 Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled 2023-09-25 21:18:59 +02:00
Magnus Norddahl
cfa3f8ecc4 Remove the old shaders 2023-09-25 21:18:59 +02:00
Magnus Norddahl
ee00ce86cc Add +NOGRAVITY to coronas 2023-09-25 21:18:59 +02:00
Magnus Norddahl
11ca6bb067 Fix the clear screen shader bug
Fix texture set layout not matching the c++ code's version (vulkan validation error)
2023-09-25 21:18:58 +02:00
Magnus Norddahl
f11318ff99 Fix misc shader related issues 2023-09-25 21:18:58 +02:00
Magnus Norddahl
4701ce96d8 Switch actors from using light probes to performing trace visibility tests 2023-09-25 21:18:57 +02:00
Magnus Norddahl
e34ee1e462 Fix shader build errors and remove support for old deprecated shader types 2023-09-25 21:18:57 +02:00
Magnus Norddahl
a267cf737e Add support for using #include in glsl files and improve glsl compile errors 2023-09-25 21:18:57 +02:00
Magnus Norddahl
8682361194 Move static layout code back to wadsrc 2023-09-25 21:18:57 +02:00
dpjudas
15ff88d7a4 Begin refactor the shaders 2023-09-25 21:18:57 +02:00
nashmuhandes
611da0d65d Change more default settings
- Show item counter on automap
- Enable textured automap
- HUD border scaling factor to better match default status bar scaling
- Enable subtitles
- Set render quality to "quality" to fix level mesh seams (gl_seamless)
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Show nametags when switching items and weapons
- Always run enabled
- Disable save/load confirmation dialog
- Enable quicksave rotation
- Enable additively-translucent Doom rocket explosion
- Increase default particles to 10k, and increase the slider to 65k (engine limit)
- Disable night vision effect

The following changes from the original commit were not taken:
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- Enable mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Set autoaim slider to 0
- Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry
- Set particle style to round as it matches the pixelated aesthetics better
2023-09-25 21:18:57 +02:00
Magnus Norddahl
524bec6979 Re-enable corona support
# Conflicts:
#	wadsrc/static/language.0
#	wadsrc/static/language.csv
2023-09-25 21:18:56 +02:00
Magnus Norddahl
35df964d61 Update ZVulkan, rename vk_raytrace to gl_light_raytrace and support turning it on and off without a restart 2023-09-25 21:18:56 +02:00
Magnus Norddahl
6732b56fc9 Remove OpenGL and OpenGL ES backends 2023-09-25 21:18:56 +02:00
Christoph Oelckers
30c49fb769 - language update 2023-09-24 23:02:57 +02:00
inkoalawetrust
69e67037f8 Changed the variable type of Crossed3DWater.
Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
2023-09-20 18:47:49 +02:00
nashmuhandes
0b3e9b1025 Add ZScript constants used by FallAndSink 2023-09-19 17:36:54 +02:00
Rachael Alexanderson
ce893d2cd4 - remove some double semicolons 2023-09-19 07:29:36 -04:00
Christoph Oelckers
2666f22ed7 - new text duplicate for pending menu redesign 2023-09-17 09:04:44 +02:00
Christoph Oelckers
17e689ecdf fix for Genesis of Descent E1M2
Genesis of Descent E1M2 is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy.

Thanks to brick' for the fix.
2023-09-17 08:18:36 +02:00
nashmuhandes
c27beb0be8 Delete the light probe DoomEdNum 2023-09-16 20:10:49 +02:00
Christoph Oelckers
81e42142af - added compatibility handler for Phocas Island 2 MAP01. 2023-09-16 09:25:21 +02:00
jekyllgrim
d354d7332f Allow viewbob speed adjustment through properties
This adds ViewBobSpeed to PlayerPawn that is passed in CalcHeight() instead of the value of 20 and can be adjusted with the Player.ViewBobSpeed variable. This will let modders dynamically adjust how to only how far the camera bobs up and down, but also how *quickly* it does that, which allows to easily convey a feeling of a heavy, slow-moving character whose view might bob a lot but would do it slowly.
2023-09-15 22:40:14 +02:00
Christoph Oelckers
096b9cdc4f - fixed. Boom's generalized crushers must stop 8 units above the floor
This required changing the special, so a new one was added to avoid altering Generic_Crusher.
2023-09-15 00:35:20 +02:00
Gutawer
23b489960e - put DTA_Localize at the end of the enum for backwards compat with integer usage 2023-09-14 23:24:42 +02:00
Gutawer
44d134298a - add support for not localizing some text functions, and modify menu text fields to use this 2023-09-14 23:24:42 +02:00
Christoph Oelckers
79ef78e2b5 - fix ammo consumption of powered up Phoenix Rod. 2023-09-14 22:32:20 +02:00
Christoph Oelckers
727c57583b - add unexplored secret color for overlay automap to the menu 2023-09-14 22:31:49 +02:00
Christoph Oelckers
6847a9a5c1 - added a nomirrors compatibility handler and applied it to Conf256's CONF55 map.
This is for disabling broken plane reflection setups.
2023-09-14 20:21:35 +02:00
Ricardo Luís Vaz Silva
0e70e95fa4 Add Inventory::ModifyBob and Inventory::ModifyBob3D 2023-09-14 16:28:38 +02:00
Ricardo Luís Vaz Silva
9f24d8babc Move StartGameDirect from PlayerMenu to Menu 2023-09-14 16:28:08 +02:00
Ricardo Luís Vaz Silva
736d38e8c3 add StartGameDirect function 2023-09-14 16:28:08 +02:00
Christoph Oelckers
0980b53881 - fixed: MBF21's BOSS flag implies NORADIUSDMG. 2023-09-13 20:48:57 +02:00
Christoph Oelckers
f72da434a8 - fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
2023-09-13 17:50:47 +02:00
Christoph Oelckers
351e0d7ed9 - removed obsolete CMake version requirements.
Most were still at 3.1 which prompts noisy warnings from up-to-date CMake versions.
Version requirements have been removed entirely from dependent subprojects, all others were upped to 3.16.
2023-09-03 09:04:17 +02:00
Ricardo Luís Vaz Silva
d0a955fef0 Allow disabling colors for NameAllKeys 2023-09-01 18:25:22 +02:00
Major Cooke
44623daafe Fixed wrong pointer being used in PlayerFinishLevel, causing wrong inventory items to be destroyed. 2023-08-28 19:33:46 +02:00
RaveYard
ea4ffa10e5 A_Chase CHF_DONTLOOKALLAROUND 2023-08-07 11:31:08 -04:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Boondorl
5a74e79b92 Added bounce virtual 2023-08-02 00:42:06 -04:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Ricardo Luís Vaz Silva
793d6af5d1 add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID 2023-08-02 00:41:10 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
inkoalawetrust
8d95138735 Added QF_DAMAGEFALLOFF.
This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
2023-08-02 00:38:24 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00