Shiny Metagross
3f3cc5bbc3
IQM Refactor start
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- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Marisa the Magician
c36da35e37
Fix inconsistent distance and hit position on traces that skip everything.
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As it currently stood, only traces that never found anything in traversal had their distance and final position corrected.
Meanwhile, traces that skipped everything would return the distance and position of the last thing they crossed instead.
This change makes both cases consistent by "filling out" the remainder of the trace line for the latter.
2022-10-30 15:20:01 +01:00
Magnus Norddahl
181eda0a83
Fix canvas textures getting clipped by wrong scissor box
2022-10-28 18:01:59 -04:00
Magnus Norddahl
1a1adc5c29
Fix vulkan backend clearing the canvas textures to undefined contents
2022-10-28 14:53:05 -04:00
Christoph Oelckers
7f99c61f24
- removed softpoly setting from the menu
2022-10-27 18:09:19 +02:00
Christoph Oelckers
4ce0ef41b5
- made DMover and subclasses non-abstract so they can be inherited from.
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This is needed for interpolated custom floor/ceiling movers.
2022-10-26 17:45:02 +02:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
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Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7cd7630dbd
- deleted some obsolete settings from project.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7e0084f56b
- Backend update from Raze.
2022-10-25 07:02:45 +02:00
Christoph Oelckers
2b805e196d
- do two-step init of CVARs to ensure that flag and mask vars always find their master CVar.
2022-10-24 19:27:04 +02:00
alexey.lysiuk
da33b0f9c3
- removed obsolete defaults from Cocoa backend
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This legacy code from the time of exclusive fullscreen mode began to crash after changes in console variables handling
2022-10-24 09:57:36 +03:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
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This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf
- marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
2022-10-20 23:55:29 +02:00
Christoph Oelckers
07f08de474
- fixed some warnings.
2022-10-20 22:22:30 +02:00
Christoph Oelckers
7abe718abb
- removed some stuff from CMake that no longer applies.
2022-10-20 22:16:34 +02:00
Christoph Oelckers
0ba5803111
- two more CMake checks that are not needed anymore.
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Neither of these function is in use so we do not need to check for them.
2022-10-20 21:19:01 +02:00
Christoph Oelckers
9e76faff1f
- removed some 32bit only CMake code.
2022-10-20 21:11:18 +02:00
Christoph Oelckers
5a52f61096
- fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
2022-10-20 20:23:35 +02:00
Christoph Oelckers
96e98fc4a8
- use field initializers for VoxelOptions
2022-10-20 20:17:14 +02:00
Christoph Oelckers
70df444660
- Backend update from Raze
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* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers
ca8897028f
- stupid typo...
2022-10-20 19:06:07 +02:00
Christoph Oelckers
ba8a334862
- removed two bogus asserts from the script compiler.
2022-10-20 18:39:51 +02:00
Christoph Oelckers
1855edba37
- don't crash on null pointers in V_GetFont.
2022-10-20 18:18:22 +02:00
Christoph Oelckers
4686d10f41
- zero the velocity of crunched sprites.
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Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
55402ff734
- added 'rebuildnodes' for tnt2fix2.wad map01
2022-10-20 17:12:43 +02:00
Christoph Oelckers
6ba4295136
- don't crash when destroying incomplete textures.
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This can happen during TEXTURES parsing in case of an error.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
b6c5232fea
- try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.
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This will still crash, but run long enough for the exception message to be visible.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
936e89e3d4
- fixed F2DDrawer::SetClipRect.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
54e0201204
- added vanilla donut handling to compat_floormove.
2022-10-20 17:12:43 +02:00
nashmuhandes
8394de00ca
Fixed: voxel models pitch/roll properties weren't initialized correctly
2022-10-20 08:05:14 -04:00
Christoph Oelckers
457b9b71d9
- disable the native part of coronas as well.
2022-10-20 07:50:53 +02:00
nashmuhandes
80a31b074d
Disable coronas for now
2022-10-19 22:52:27 +02:00
inkoalawetrust
ea8e3da672
Updated constants.zs.
2022-10-19 22:50:50 +02:00
inkoalawetrust
29421e6975
Added QF_SHAKEONLY
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The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
2022-10-19 22:50:50 +02:00
inkoalawetrust
457ad97553
Added QF_AFFECTACTORS.
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The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51
Added the QF_GROUNDONLY flag.
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The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
7722784de6
Voxels did not have an animationID causing a crash
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- Needed to assign -1 to the first index of animations for voxels or a crash occurs
2022-10-19 22:48:57 +02:00
Shiny Metagross
7972afc350
Revert "Before moving boneSelector from unsigned complete"
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This reverts commit 8f2b8fa878
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2022-10-19 22:48:57 +02:00
Shiny Metagross
ee7c467a17
Before moving boneSelector from unsigned complete
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- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross
13edabac19
Fixed crash on Intel cards with less than 64 uniform block align
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- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
2022-10-19 22:48:57 +02:00
Shiny Metagross
cd4345373d
Fixed improper casting
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- Made a mistake on the casting in the shader that only worked for Intel
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d
Intel fix
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- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
5b60118af2
HUD models now render properly
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- IQM HUD Models will now render properly
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310
Fixed a couple bugs
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- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
2022-10-19 22:48:57 +02:00
Shiny Metagross
be9a671217
Update models_iqm.cpp
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- Fixed an issue with IQMs exported from blender that caused some issues in the blend weights
2022-10-19 22:48:57 +02:00
Shiny Metagross
ab7be9b4a4
This fixes models without animation clips
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- IQMs lacking animation clips would not appear
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0
Almost done with To-Dos
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- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
2022-10-19 22:48:57 +02:00
Shiny Metagross
3f8141ed04
I'm not done with this
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- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
2022-10-19 22:48:57 +02:00
Shiny Metagross
3c9a1ffe5e
Give a fatal error when no mesh data is loaded
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- Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.
2022-10-19 22:48:57 +02:00