Commit graph

4298 commits

Author SHA1 Message Date
Major Cooke
8a61badcad Removed some residuals. 2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2 Added GetTerrainDef and Sector variant of GetFloorTerrain.
- 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).
2022-02-22 19:35:50 +01:00
Rachael Alexanderson
c926b7533f - play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior) 2022-02-17 01:36:38 -05:00
Christoph Oelckers
e6184ccb96 - silence some warnings. 2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3 - added a 'no MBF21' compatibility flag.
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
Rachael Alexanderson
64ee08d80b - fix: player landing sound was not properly playing, error in morph logic check 2022-02-14 10:17:52 -05:00
Rachael Alexanderson
add4ff12ac - virtualize player landing on thing sound 2022-02-14 08:07:10 +01:00
Emile Belanger
5939f1947f Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze 2022-02-10 23:46:23 +01:00
Emile Belanger
93b62d4f15 Fix Texture Mode 7 shader compilation bug 2022-02-10 23:46:23 +01:00
Rachael Alexanderson
410c35b942 Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom 2022-01-24 12:30:59 -05:00
emily
20d16381f8 Add TexMan.SetCameraTextureAspectRatio
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
4e8d59951b Added A_SetViewPos(Vector3 Offset, int Flags = -1)
- 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.
2022-01-24 12:00:33 -05:00
Xaser Acheron
bfb79e5b32 Merge branch 'master' into feature_weaponscale 2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4 apply WeaponScaleX/Y to all PSprites on a weapon 2022-01-23 19:59:06 -06:00
nashmuhandes
db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson
2ab4539d40 - fix logic error with shader compatibility layer 2022-01-21 16:40:04 -05:00
nashmuhandes
f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Xaser Acheron
0d8d4a2ad7 fix mbf21 A_FindTracer fov cone being twice as big as intended 2022-01-18 08:06:29 +01:00
Xaser Acheron
efbb31fa39 add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy 2022-01-18 08:06:29 +01:00
Xaser Acheron
40a5c4c1c5 fix mbf21 A_SeekTracer not working (arg type shenanigans) 2022-01-18 08:06:29 +01:00
Xaser Acheron
a4b124bff8 fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set 2022-01-18 08:06:29 +01:00
Xaser Acheron
cf04ebb774 fix MBF21 A_WeaponProjectile spawn position 2022-01-18 08:06:29 +01:00
Christoph Oelckers
84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes
57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
be103bd9dc - fixed: the powerup item for respawn invulnerability was never given to the player. 2022-01-07 00:39:22 +01:00
Christoph Oelckers
32de663210 - fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson
e6403197eb - drop yet another option from the simple mouse menu 2022-01-05 12:17:28 -05:00
Rachael Alexanderson
68d4c3f19c - drop more options from the simple mouse menu 2022-01-05 12:13:48 -05:00
Rachael Alexanderson
ea9d945ff3 - create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning 2022-01-05 11:10:28 -05:00
drfrag
2945e10a0e - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
drfrag
395b5695ad - Fixed: ActorMover was not changing its tracer's flags. 2021-12-23 21:28:27 +01:00
Player701
2ce5b49cab - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
Rachael Alexanderson
4db7a20f7a - apply clearscope to ApplyDamageFactor as well 2021-11-18 21:29:08 -05:00
Xaser Acheron
0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
nashmuhandes
879c514120 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-14 22:01:03 +08:00
Rachael Alexanderson
01b825b181 - apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830 2021-11-13 11:07:42 -05:00
nashmuhandes
9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
nashmuhandes
c2b3600981 Add a render style parameter to Screen.Dim 2021-10-29 21:08:32 +02:00
nashmuhandes
5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
Marisa Kirisame
58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
Christoph Oelckers
8149c3e936 - text update. 2021-10-16 21:52:36 +02:00
nashmuhandes
12c509cc46 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-17 03:42:15 +08:00
Marisa Kirisame
95b8629fe0 Allow customization of pause screen. 2021-10-16 11:33:30 +02:00
Marisa Kirisame
d5ad8b28ec PreTravelled virtual for player and inventory. 2021-10-15 17:37:19 +02:00
Marisa Kirisame
bc75dc056e Compat patch for misplaced items in Hexen MAP08. 2021-10-14 21:35:32 +02:00
nashmuhandes
96383792fa Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-14 12:20:42 +08:00
Hugo Locurcio
d0975467f5 Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.

Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame
7c591cd0e9 Allow map markers to scale relative to automap zoom. 2021-10-08 16:03:51 +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
Marisa Kirisame
457f7c31c3 Allow WorldUnloaded events to know the next map name (if any). 2021-10-01 20:18:36 +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
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
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
nashmuhandes
d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
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
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
Christoph Oelckers
7ce5bb4861 - re-enable light attenuation. 2021-09-22 12:14:29 +02:00
Christoph Oelckers
0db7a6206b - fixed shader compilation. 2021-09-21 21:07:46 +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
76875f0a3c Fix spot lights for GLES 2021-09-20 18:12:20 -04:00
Emile Belanger
c20cb92961 Removed unused GLES shader files 2021-09-20 18:12:20 -04:00
Christoph Oelckers
2fd8113576 - text update. 2021-09-19 16:12:40 +02:00
Christoph Oelckers
fc2818b195 - menu system update from Raze for better control of animated menus. 2021-09-18 12:19:35 +02:00
Christoph Oelckers
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
914b54ffd5 - fix compatibility handler for KDiZD's Z1M3.
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers
08baad6e21 - fixed melee attack disance being off after adding MBF21 support. 2021-09-17 22:59:30 +02:00
Christoph Oelckers
67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +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
fdf879167c - fixed bad parameter order in MinoraurSlam. 2021-09-16 07:45:09 +02:00
Christoph Oelckers
b8d61a38a9 - partial text update. 2021-09-15 18:48:03 +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
c7db3875e1 - fixed: colors from brightmaps and glowmaps need to be desaturated. 2021-09-14 19:49:41 +02:00
Christoph Oelckers
e1a5f61f8c - fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
These are undefined for such fragments.
2021-09-14 19:49:41 +02:00
Christoph Oelckers
9aeb78ae97 - marked several invisible controller things to not show on the automap with the scanner powerup.
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers
78566c0d52 - replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions. 2021-09-09 14:00:00 +02:00
Alexander Kromm
3102640210 fix options search when menus are defined recursively 2021-09-03 19:40:55 +02:00
Rachael Alexanderson
2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
nashmuhandes
d64dd1f631 Add FOV slider to the display options menu 2021-08-14 09:04:02 +02:00
Rachael Alexanderson
92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers
73f73cdf7c - added a null check to CheckWeaponChange. 2021-08-12 20:28:04 +02:00
Christoph Oelckers
f9f48c4a95 - replaced the alt HUD's index font with a sheet based variant.
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +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
55520ed7d0 - fixed exploding barrel animation duration. 2021-08-10 18:57:31 +02:00
Christoph Oelckers
8747145c97 - dim depleted inventory items in all games, not just Strife. 2021-08-10 18:46:23 +02:00
Christoph Oelckers
39513cf7ae Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fda.

This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers
cd5aa65fda - eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00
Christoph Oelckers
28f2d36732 - removed declaration for Screen.GetTextScreenSize.
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers
441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers
c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke
e91485c50c Added GetString/Int/Double/Object(UI) functions to Service.
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00