RaveYard
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2bce8b86c3
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Fix bad UV indices in FinishSurface and export UVs in dumplevelmesh
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2023-09-25 21:19:59 +02:00 |
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RaveYard
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73b968d79a
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Atlas UV mapping
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2023-09-25 21:19:59 +02:00 |
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RaveYard
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e09ac00121
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Minor cleanup
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2023-09-25 21:19:59 +02:00 |
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RaveYard
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005bae7348
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WIP BuildSurfaceParams from ZDRay
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2023-09-25 21:19:59 +02:00 |
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RaveYard
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1849d31d7c
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Add bounds.cpp from ZDRay
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2023-09-25 21:19:58 +02:00 |
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Magnus Norddahl
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f539d387f2
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Adjust names of variables for better readability
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2023-09-25 21:19:58 +02:00 |
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Christoph Oelckers
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71d06a397e
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fix lump loading.
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2023-09-25 21:19:58 +02:00 |
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Magnus Norddahl
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c5b03e016e
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Import ZDRay's GPURaytracer class as VkLightmap as the first step in letting the backend update them dynamically
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2023-09-25 21:19:58 +02:00 |
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Magnus Norddahl
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a45fab65e8
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Fix crash when frame buffers are resized
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2023-09-25 21:19:58 +02:00 |
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RaveYard
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ff7dff993d
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Fix uninitialized bSky
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2023-09-25 21:19:58 +02:00 |
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RaveYard
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34f8b8524b
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Add DumpLevelMesh ccmd
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2023-09-25 21:19:58 +02:00 |
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RaveYard
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60f8c11584
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Backport support for Line_Horizon from ZDRay into doom_levelmesh
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2023-09-25 21:19:58 +02:00 |
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RaveYard
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5e24582c3c
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Configurable sampling per custom texture in material shaders
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2023-09-25 21:19:58 +02:00 |
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nashmuhandes
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494ec1b3f9
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Go back to the hex font for now
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2023-09-25 21:19:57 +02:00 |
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Magnus Norddahl
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d94eb5cb31
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Use a truetype font for the options menu, although a better one could probably be chosen to match the theme of doom
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2023-09-25 21:19:57 +02:00 |
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nashmuhandes
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5934fd6ac9
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Fix CHANGELEVEL_NOAUTOSAVE logic
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2023-09-25 21:19:07 +02:00 |
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RaveYard
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01a6dafe6a
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Fix strange crash when player's weapon is removed.
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2023-09-25 21:19:07 +02:00 |
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Christoph Oelckers
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ed5d81271b
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consider LEVEL9_NOAUTOSAVEONENTER unfriendly
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2023-09-25 21:19:07 +02:00 |
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nashmuhandes
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f3b4c6047e
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Add CHANGELEVEL_NOAUTOSAVE flag to ChangeLevel to allow scripted level-switching to bypass autosaving
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2023-09-25 21:19:07 +02:00 |
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nashmuhandes
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693ed25414
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Add MAPINFO NoAutoSaveOnEnter - this fully disables autosaves when a map is just entered (ignoring the user's autosave preference).
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2023-09-25 21:19:07 +02:00 |
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nashmuhandes
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e5a4ed55f3
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- 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
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2023-09-25 21:19:07 +02:00 |
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Magnus Norddahl
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ed2f01ac9a
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Update menudef to also include Professor Hastig suggestions
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2023-09-25 21:19:07 +02:00 |
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Magnus Norddahl
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f8f9cf707b
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Add support for gl_multithread while gl_meshcache is active
Stop building geometry for lines that have a portal (when gl_meshcache is active)
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2023-09-25 21:19:07 +02:00 |
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Magnus Norddahl
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256dd8fa3d
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Hook up portals to gl_meshcache
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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dba5399635
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Add HWDrawContext so that multiple threads can maintain their own drawinfo without need for synchronization
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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0adb152913
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Create a RenderState object for each thread
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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6739b079d0
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Add support for submitting command buffers from worker threads
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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c06123e040
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Make VkMaterial::GetDescriptorSet thread safe
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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6ba64b8e2f
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Add thread safe render pass and pipeline creation and fetching
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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9f62679684
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Move VkRSBuffers to new file
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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0bb6b2c298
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Split postprocess pipeline creation to its own files
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2023-09-25 21:19:06 +02:00 |
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Magnus Norddahl
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17f8027cc9
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Create RenderState buffers for each thread
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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60fb2af02f
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Remove FFlatVertexBuffer
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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8c4ddea735
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Prepare FFlatVertexBuffer for removal
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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eb3878ad78
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Remove IRenderQueue
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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c43cef96d1
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Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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2c9a1cbab7
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Fix offset bug when using more than 1024 lights in a scene
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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e4578a7626
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Improve vid_fps stats
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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795c0d90de
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Use a uniform buffer for the light list
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2023-09-25 21:19:05 +02:00 |
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Magnus Norddahl
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bc2105eab9
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Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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fd3febaf7a
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Don't use VkHardwareDataBuffer for internal backend buffers
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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b413c80e49
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Let the backend manage the shadowmap buffers
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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930107636e
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Move bone buffer to backend
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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d24ffc021b
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Manage the light buffer in the backend
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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62a227621a
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Manage viewpoint buffer internally in the backend
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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309330d222
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There is no reason to default to poor stuttery performance
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2023-09-25 21:19:04 +02:00 |
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Magnus Norddahl
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e7610904dd
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Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object
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2023-09-25 21:19:03 +02:00 |
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Magnus Norddahl
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34470aa588
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Merge all sectors into one mesh
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2023-09-25 21:19:03 +02:00 |
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Magnus Norddahl
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1a64adf2be
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Add gl_meshcache cvar for toggling it on and off
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2023-09-25 21:19:03 +02:00 |
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Magnus Norddahl
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9365af7bfe
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Upload vertices to vertex buffers
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2023-09-25 21:19:03 +02:00 |
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