* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
This reverts commit 3033fafaa7.
Revert "Improved ZScript interface for morphing"
This reverts commit 6c64a4403c.
Revert "Further morphing clean up"
This reverts commit 12dc5c1506.
Revert "Fixed inconsistencies between player and monster morphing"
This reverts commit 30730647fe.
Revert "Reworked Morphing"
This reverts commit 2c09a443b4.
- fix compile
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.
Added getter and setter functions for handling whether or not the player fields should be gotten/set. Added MRF_KEEPARMOR flag to prevent stripping armor on morph. Optimized unmorphed Actor by setting it to NoInteraction and removing it from the blockmap and sector lists.
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:12:46 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit d2c2c93cf1.
commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:12:41 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit dc897eacc0.
commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:10:21 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit 26908f5bc5.
commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:09:15 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit 08b03e6b19.
commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:09:06 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit d3405837ce.
commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:08:59 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit e171f4eb6a.
commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:08:48 2024 -0500
Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."
This reverts commit c8a7507e8e.
commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:00:46 2024 -0500
Revert "Cleaning up implementation of isometric camera with optional orthographic projection."
This reverts commit 25f1407228.
commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:25 2024 -0500
Revert "Small change to SpectatorCamera actor."
This reverts commit 2b555d7556.
commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:16 2024 -0500
Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."
This reverts commit 7fbb4cd06c.
commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:05 2024 -0500
Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."
This reverts commit c3ca564cfc.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs
The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
VPSF_ALLOWOUTOFBOUNDS = 1 << 3, // Allow viewpoint to go out of bounds (hardware renderer only).
VPSF_ORTHOGRAPHIC = 1 << 4, // Use orthographic projection.
VPSF_ISOMETRICSPRITES = 1 << 5, // Displace sprites towards camera and don't billboard (drawn from isometric perspective).
Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file
Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)
This can change the modeldef, model and skins of an actor.
Currently, modelindex and skinindex accept indices from 0-15.
An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.
Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.
One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.