alexey.lysiuk
80b8ab8fa2
- add missing vk_mem_alloc.natvis
...
1b0bd18053/src/vk_mem_alloc.natvis
2021-10-18 09:44:47 +03:00
Christoph Oelckers
eb9f752db8
- updated vk_mem_alloc.
2021-10-17 09:12:03 +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
Rachael Alexanderson
0b1668ce25
- remove vestigial folder from the now removed submodule
2021-10-16 15:31:12 -04:00
Rachael Alexanderson
4e88a25d38
- readd widepix as content
2021-10-16 15:29:18 -04:00
Rachael Alexanderson
c12a09c2ad
- remove submodule
2021-10-16 15:20:40 -04:00
Rachael Alexanderson
8fbde52e39
- another widepix update
2021-10-16 15:14:09 -04:00
Rachael Alexanderson
c2eda1d65d
- update widepix
2021-10-16 15:01:59 -04:00
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
nashmuhandes
4b386fd268
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-10-15 12:52:17 +08:00
Magnus Norddahl
81f7b083c0
Improve light probe lookup speed for large sectors by using a grid instead of subsectors
2021-10-15 04:21:18 +02:00
Marisa Kirisame
bc75dc056e
Compat patch for misplaced items in Hexen MAP08.
2021-10-14 21:35:32 +02:00
nashmuhandes
ea560172f7
Add light probes to wall decals
2021-10-14 17:35:44 +08:00
nashmuhandes
96383792fa
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-14 12:20:42 +08:00
Magnus Norddahl
6a804cd4c7
Fix lightmaps got applied to model meshes
2021-10-14 06:11:54 +02:00
Magnus Norddahl
764a08752f
Use a faster way to find the closest light probe
...
Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Hugo Locurcio
d0975467f5
Add cvars to control automap line alpha and thickness
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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
Magnus Norddahl
b59bd46b79
Fix crash in GetDynSpriteLight when the actor is null
2021-10-08 21:47:43 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
Rachael Alexanderson
3fcb1cc847
- update widepix
2021-10-08 09:58:35 -04:00
nashmuhandes
635a279186
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-08 16:26:26 +08:00
Magnus Norddahl
a77dfae0bc
Fix out of pool memory error
2021-10-08 10:15:01 +02:00
Christoph Oelckers
19aac25f19
- fixed some imprecisions in font luminosity calculation.
...
This was still going through the palette which could result in off-by-one errors.
2021-10-07 00:13:34 +02:00
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
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
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
arrowgent
51faf8a9c6
change version input in feature_request.yml
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remove dropdown list since i cant determine how to get a workflow to pull info from known releases
2021-10-01 20:15:26 +02:00
arrowgent
b48e99637e
change version input in bug_report.yml
...
remove dropdown list since i cant determine how to get a workflow to pull info from known releases
2021-10-01 20:15:26 +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
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
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- 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