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
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
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
...
- 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
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +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
...
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
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
...
- 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
...
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
55186d3f6c
- updated survey code to check for Apple's M1 CPU.
2021-09-21 22:01:50 +02:00
Christoph Oelckers
702b75e96a
- fixed one frame activation delay for dynamic lights.
...
We cannot check HasDynamicLights in ProcessThinkers because it gets set too late.
2021-09-21 20:43:21 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
da806b354d
- cleanup of the revised y-clamping feature.
...
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger
4de6b769d3
GLES: Only use GPU sync if necessary and available.
...
If there are complaints of reduced performance, or visual artefacts compared to 4.6.1, it may be worth increasing HW_MAX_PIPELINE_BUFFERS to 4 again.
2021-09-21 18:45:55 +02:00
Emile Belanger
db59a4f9af
Add buffer synchronisation for GLES when using mapped buffers.
2021-09-20 18:12:20 -04:00
Emile Belanger
76875f0a3c
Fix spot lights for GLES
2021-09-20 18:12:20 -04:00
Emile Belanger
e361ff1a9c
Removed unused EGL files
2021-09-20 18:12:20 -04:00
Yarn366
6d8862b514
Added detection for IWADs downloaded via the Bethesda.net Launcher
2021-09-20 10:50:19 -04:00
Cacodemon345
567bff403a
Fix broken text input when SDL2 is using Wayland
2021-09-20 10:49:41 -04:00
Rachael Alexanderson
cb0c8922e0
- downgrade GL_EXTENSIONS message in OpenGL ES to logging level
2021-09-20 08:46:34 -04:00
Christoph Oelckers
a0043ec09d
- better handling of texture clamp state.
...
Free combination of clamping with all texture modes still missing in GLES and Softpoly renderers!
2021-09-19 14:54:34 +02:00
Christoph Oelckers
3acc5a2723
- fixed code generation issues with parameterized MBF21 functions.
2021-09-19 12:59:24 +02:00
Christoph Oelckers
fb107f80e6
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:09:05 +02:00
Rachael Alexanderson
614b8477b8
- change URL for stats script
2021-09-18 06:58:21 -04:00
Christoph Oelckers
fc2818b195
- menu system update from Raze for better control of animated menus.
2021-09-18 12:19:35 +02:00
Christoph Oelckers
31de21e6aa
- GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
2021-09-18 10:27:41 +02:00
Christoph Oelckers
1fe5fc2edc
- changed survey control CVAR to avoid sending data for participants of the previous survey without confirmation.
2021-09-18 10:19:23 +02:00
Christoph Oelckers
7aaea65f28
- fixed GLES startup
2021-09-18 10:18:23 +02:00
Christoph Oelckers
a6819bfe62
- use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
...
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers
2350780db0
- fixed: "Dialogue" in MAPINFO must clear all "AddDialogues" that came before.
2021-09-17 23:04:13 +02:00
Christoph Oelckers
67958833b7
Merge branch 'gles2_merge'
2021-09-17 21:22:41 +02:00
Christoph Oelckers
c9d9982b68
- fixed: Decal things did not spawn their lower decals.
2021-09-17 00:48:12 +02:00
Christoph Oelckers
918e9e9b0d
- fixed texture clamping for elements that are partially behind a slope.
...
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
23a2ccec2b
- Consider 'Program Files' a read only location without actually checking.
...
Due to virtualization the actual check may not produce correct results, plus writing there is bad style anyway.
2021-09-15 00:39:18 +02:00
Christoph Oelckers
8c715d48cd
- fixed: 3D floor model sectors were not added to the sector lists for precise rendering.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
17638426b9
- removed the redundant gl_render_precise CVAR.
...
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
b0382599f6
- removed the SSBO block for desktop OS’s when gl_pipeline_depth is enabled
2021-09-14 00:13:08 +02:00
Magnus Norddahl
796890bb98
Limit texture upload transfer buffers to roughly 64 MB
2021-09-13 23:56:15 +02:00
Christoph Oelckers
f783a94835
- treat 'vid_adapter 0' as what Windows considers the primary monitor.
...
Courtesy of https://devblogs.microsoft.com/oldnewthing/20070809-00/?p=25643
2021-09-12 10:02:30 +02:00
Christoph Oelckers
b550f57ce3
- fixed: Brightmap application for horizons was undefined..
...
This depended on the state of the previously rendered portal which could have switched it off.
2021-09-12 08:37:19 +02:00
Christoph Oelckers
43c38a2097
Merge branch 'master' of https://github.com/coelckers/gzdoom
2021-09-09 13:58:23 +02:00
Rachael Alexanderson
f56ad02716
- enable cvar blacklisting for defcvars for certain platform variables
2021-09-05 10:27:06 -04:00
Rachael Alexanderson
42d948f2fe
- demote unknown/invalid defcvars to warnings
2021-09-05 09:47:05 -04:00
Rachael Alexanderson
79cbaf5d4f
- split defcvars parser into its own file
2021-09-05 08:21:34 -04:00
Christoph Oelckers
b5294e9e90
- backend update from Raze.
2021-08-31 07:59:37 +02:00
Christoph Oelckers
78fd7aa090
- fixed bad file in last commit.
2021-08-24 16:03:53 +02:00
Christoph Oelckers
c2a2e08f05
- exported STAYONLIFT flag.
2021-08-24 15:50:30 +02:00
Christoph Oelckers
196a4c0b36
- added a modified version of MBF's stay-on-lift feature.
...
The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map.
Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets.
2021-08-24 11:48:07 +02:00
alexey.lysiuk
4bd617187b
- fixed crash on getting location description without a level
...
Run `bench` CCMD in fullscreen console, i.e. with no level loaded, wait five seconds, open menu
https://forum.zdoom.org/viewtopic.php?t=73109&start=15#p1198234
2021-08-24 11:34:28 +03:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
dfd51ec6d5
- added missing MBF21 Dehacked keys "blood color" and "dropped item".
2021-08-22 16:36:10 +02:00
Christoph Oelckers
854e11a9de
- made CheckMeleeRange a normal function again.
...
This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc
- merged SuggestMissileAttack back into P_CheckMissileRange.
...
This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef
- implemented MBF's monsters_avoid_hazards feature.
...
Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
5382e7c17b
- fixed compilation
2021-08-21 12:22:53 +02:00
Christoph Oelckers
8bdd4befbf
- replaced deprecated throw() with noexcept in TObjPtr
2021-08-21 12:22:15 +02:00
Christoph Oelckers
b1de11dce8
- added a map flag to disable MF6_JUMPDOWN.
...
Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3
- added a per-level AVOIDMELEE flag.
...
This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
4614ce41cd
- allow passing a remap table to BestColor.
2021-08-21 10:55:21 +02:00
Christoph Oelckers
19c8eb1e33
- fixed bad check for gl pipeline type.
2021-08-20 08:07:16 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
Marisa Kirisame
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
Christoph Oelckers
c3772fe203
- changed FString API to use ptrdiff_t instead of long for signed size arguments.
2021-08-12 00:45:59 +02:00
Marisa Kirisame
1d96b68e1a
Fixed IsHUDModelForPlayerAvailable limitation.
2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063
HUD model tweaks:
...
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
f34258281f
- fixed: crushing stairs must use HexenCrush mode.
...
This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
alexey.lysiuk
ed606b8ed3
- extended 2D buffer lifetime to the end of the frame
2021-08-11 19:50:49 +02:00
alexey.lysiuk
387aef27ad
- use RefCountedPtr to manage 2D shape buffer infos
2021-08-11 19:50:49 +02:00
alexey.lysiuk
76ecf44549
- added RefCountedBase without virtual destructor
2021-08-11 19:50:49 +02:00
alexey.lysiuk
bbcd522052
- made RefCountedPtr follow rule of five
2021-08-11 19:50:49 +02:00
Gutawer
67e7d1a6f5
- make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
2021-08-11 19:50:49 +02:00
Christoph Oelckers
ccf46281df
- fixed line color handling in V_BreakLines.
...
This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
2021-08-11 16:01:40 +02:00
Christoph Oelckers
139f501ec5
- run the dynamic light recreation loop before calling the light ticker.
...
This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
...
Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
26d00e14c7
- file system update from Raze.
2021-08-11 12:39:32 +02:00
Christoph Oelckers
3adadfe4d3
- do not run the dynamic light ticker when lights are switched off.
2021-08-11 12:39:17 +02:00
Christoph Oelckers
f662c629e3
- ensure that shadowmap indices only get set when shadowmaps are enabled.
...
Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
436ec28e94
- fixed file system's zip loader to not strip away a 'filter/' prefix.
2021-08-11 10:01:11 +02:00
Christoph Oelckers
c24f644a61
- do not perform shadowmap updates when dynamic lights are disabled.
2021-08-11 08:08:29 +02:00
Christoph Oelckers
6a63d9e70e
- moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
2021-08-10 22:17:00 +02:00
Christoph Oelckers
4505bfa4b8
- delay the restart action from the error pane until after everything has been shut down.
...
This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
2021-08-10 22:09:32 +02:00
Christoph Oelckers
b6156ac490
- re-fixed the font spacing.
2021-08-10 22:04:32 +02:00
Christoph Oelckers
9cd1e8cf7a
- use proper XMove for sheet fonts.
2021-08-10 21:18:27 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
f29eff5b4c
- fixed: the software scene drawer must be deleted before calling ST_Endoom.
...
This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
2021-08-10 19:22:19 +02:00
Christoph Oelckers
03b7324f71
- reorder evaluation for 'if' statements to handle the condition first.
...
Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
2021-08-10 19:03:40 +02:00
Christoph Oelckers
a16088f4b4
- fixed two vr_* CVARs not getting archived.
2021-08-10 18:51:44 +02:00
Christoph Oelckers
61efe76ffd
- fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
2021-08-10 18:18:44 +02:00
Christoph Oelckers
4cee567b23
- fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086
- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
2021-08-10 18:00:14 +02:00
alexey.lysiuk
747c291ae1
- fixed patch version in compatibility implementation of macOS detection
2021-08-07 12:37:18 +03:00
alexey.lysiuk
a21c388dd6
- destroyed stale thinkers after change level failure
...
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:10:21 +03:00
alexey.lysiuk
dcfd72c766
- fixed crash after change level failure
...
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:02:00 +03:00
Cacodemon345
a067466dd8
SDL2: Properly print white bold text to the screen
2021-08-04 20:27:14 +03:00
Christoph Oelckers
441cd0796f
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
2021-08-03 20:12:19 +02:00
Christoph Oelckers
a8a5613675
- use proper music check in 'idmus' CCMD.
2021-08-03 12:59:10 +02:00
Christoph Oelckers
b82b5384a0
- Backend update from Raze.
...
* voc loader fix.
* better prefix detection in Zip loader.
* SDL Vulkan init.
* disabling of shadowmap management when the feature is off.
2021-08-03 12:52:21 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
...
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
drfrag
f89e6950c3
- Make changemap use + for next and +$ for nextsecret maps.
2021-07-29 10:16:10 +02:00
drfrag
5a0dc4297f
- Extend the changemap command to allow warping to next or nextsecret.
2021-07-28 10:24:25 -04:00
alexey.lysiuk
7a3d8bd0e5
- fixed crash after fatal error in SDL backend
...
https://forum.zdoom.org/viewtopic.php?t=72885
2021-07-28 09:50:34 +03:00
alexey.lysiuk
b5247182f4
- fixed premature destruction of status bar
...
Status bar was already freed while `FCajunMaster::RemoveAllBots()` function may still access it
Status bar is destroyed a bit later in `P_Shutdown()` function
https://forum.zdoom.org/viewtopic.php?t=72843
2021-07-28 09:48:52 +03:00
Cacodemon345
b4fe164192
Search $HOME/.local/share/games/doom directory...
...
...for soundfonts, IWADs and WAD files.
This partially matches Chocolate Doom behaviour.
2021-07-23 15:51:55 -04:00
Jeroen de Baat
8ac8e31a61
Fix typo in sw renderer comment
2021-07-21 20:58:41 +02:00
drfrag
2d0a876ab1
- Fix wrong thiswad check for materials too.
2021-07-18 13:11:57 +03:00
drfrag
d00c6e4ecc
- Added missing null pointer check.
2021-07-17 23:23:32 +02:00
Gaerzi
3f9a3a454b
Brightmaps fix
...
See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.
2021-07-16 21:14:59 +02:00
Rachael Alexanderson
eb2646b613
- change previous /0 fix: as suggested here: cb8ae0b560 (commitcomment-53414064)
2021-07-13 06:32:54 -04:00
Christoph Oelckers
0cffeef2c6
- added map option to disable shadowmaps.
...
Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
2021-07-13 11:54:25 +02:00
Rachael Alexanderson
cb8ae0b560
- fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.
2021-07-13 00:15:39 -04:00
alexey.lysiuk
e02690af58
- do not precache unreferenced textures
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https://forum.zdoom.org/viewtopic.php?t=72649
2021-07-12 13:27:49 +03:00
Christoph Oelckers
e453f97872
- Backend update from Raze.
2021-07-11 09:53:01 +02:00
Christoph Oelckers
92a92b1303
- fixed: MBF21' scrollers need to divide the offsets by 8.
2021-07-04 11:33:34 +02:00
Christoph Oelckers
9082ef7d49
- MBF21: more work on flags.
...
* added handlers for the missing upper flags in the first flag word.
* refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
* treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
2021-07-02 19:48:58 +02:00
Christoph Oelckers
e82fd43313
- tweaked shadow code a bit.
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* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
2021-07-02 09:12:26 +02:00
Christoph Oelckers
5273ef360e
- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
2021-07-02 08:54:15 +02:00
Christoph Oelckers
8547a55677
- better sprite shadow control
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* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
2021-07-02 08:47:58 +02:00
Christoph Oelckers
ff129b26d1
- MBF21: added the code generator for the new functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
483c1f6dcf
- MBF21: added the weapon functions.
2021-07-01 17:42:24 +02:00