RaveYard
3474dac9d0
Temporary measure to avoid crashing in non-rtx mode
2023-09-25 21:21:06 +02:00
RaveYard
e0b349b331
Add color blending for lights
2023-09-25 21:21:06 +02:00
RaveYard
9d20bdef4f
Fix uninitialized surface.TextureIndex crash and cleanup
2023-09-25 21:21:05 +02:00
RaveYard
f9fb9056f6
Add alpha testing for TraceFirstHitTriangle
2023-09-25 21:21:05 +02:00
RaveYard
29b8fcf6c8
Add access to vertex indices in frag_raytrace.glsl
2023-09-25 21:21:05 +02:00
RaveYard
ef065fb9b9
Add SurfaceVertex to store texture UVs
2023-09-25 21:21:05 +02:00
RaveYard
6e345c6a08
Fix lights being slightly shifted
2023-09-25 21:20:54 +02:00
Magnus Norddahl
ebdef188ee
Add bindless texture support
2023-09-25 21:20:54 +02:00
Magnus Norddahl
6d1f5e02f5
Remove LightmapOrigin, LightmapStepX and LightmapStepY as we no longer use them
2023-09-25 21:20:53 +02:00
Magnus Norddahl
8654c3396f
Don't change the viewport for every tile we trace
2023-09-25 21:20:53 +02:00
Magnus Norddahl
ec94204a28
Move vertex transform to the GPU
2023-09-25 21:20:52 +02:00
Christoph Oelckers
26b162b7d1
- refactored Corona actor so that class AActor can be final again.
2023-09-25 21:20:52 +02:00
Christoph Oelckers
beabb8005e
fix bad merge of menudef.txt
2023-09-25 21:20:13 +02:00
nashmuhandes
d4dae83cf4
- Add static variants of pulsing and flickering lights
...
- Clean up and reorganize dynlights.zs
2023-09-25 21:20:12 +02:00
nashmuhandes
a1cab9c9f8
Mark Corona as abstract as it's not meant to be spawned directly
2023-09-25 21:20:10 +02:00
RaveYard
dae78e2a2c
Blur changes to avoid darkening the edges
2023-09-25 21:20:06 +02:00
Magnus Norddahl
04941cab43
Add missing file and only include static lights in the lightmaps
2023-09-25 21:20:05 +02:00
RaveYard
52220a5004
WIP VkLightmap integration
2023-09-25 21:19:59 +02:00
Magnus Norddahl
c5b03e016e
Import ZDRay's GPURaytracer class as VkLightmap as the first step in letting the backend update them dynamically
2023-09-25 21:19:58 +02:00
Magnus Norddahl
d94eb5cb31
Use a truetype font for the options menu, although a better one could probably be chosen to match the theme of doom
2023-09-25 21:19:57 +02:00
nashmuhandes
f3b4c6047e
Add CHANGELEVEL_NOAUTOSAVE flag to ChangeLevel to allow scripted level-switching to bypass autosaving
2023-09-25 21:19:07 +02:00
nashmuhandes
693ed25414
Add MAPINFO NoAutoSaveOnEnter - this fully disables autosaves when a map is just entered (ignoring the user's autosave preference).
2023-09-25 21:19:07 +02:00
nashmuhandes
e5a4ed55f3
- Serialize Level.nousersave and Level.noautomap properly
...
- Also allow them to be settable directly in a map's MAPINFO block (NoUserSave and NoAutoMap respectively)
# Conflicts:
# src/p_saveg.cpp
2023-09-25 21:19:07 +02:00
Magnus Norddahl
ed2f01ac9a
Update menudef to also include Professor Hastig suggestions
2023-09-25 21:19:07 +02:00
Magnus Norddahl
c43cef96d1
Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
2023-09-25 21:19:05 +02:00
Magnus Norddahl
795c0d90de
Use a uniform buffer for the light list
2023-09-25 21:19:05 +02:00
Magnus Norddahl
f80807d26a
Remove unused uniforms and restrict push constants to only control offsets into buffers
2023-09-25 21:19:02 +02:00
Magnus Norddahl
f220577ca4
Change the options menu to follow a more logical modern layout
...
Remove the old simple menu as that only made things worse
2023-09-25 21:19:01 +02:00
Magnus Norddahl
85f138841c
Only add the lightmode actually being used into the shader
2023-09-25 21:19:01 +02:00
Magnus Norddahl
447932025f
Add support for gl_light_raytrace for cards that do not support rayquery
2023-09-25 21:19:00 +02:00
Christoph Oelckers
16ad25b382
disable 'unfriendly' option like blocking automap or savegames via #ifdef.
...
Leave them in the code for modified engines but in the context of Doom using them has to be considered extremely unfriendly to the player so they should not be available physically.
2023-09-25 21:19:00 +02:00
nashmuhandes
0dbf988d35
Allow ZScript to control saving and the automap
2023-09-25 21:19:00 +02:00
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