gzdoom/wadsrc/static/zscript/actors/shared
dileepvr 95b264bdb6
Isometric Mode and Robin (#2618)
* 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.
2024-08-11 10:04:40 -04:00
..
blood.zs
botstuff.zs
bridge.zs
camera.zs Isometric Mode and Robin (#2618) 2024-08-11 10:04:40 -04:00
corona.zs Disable coronas for now 2022-10-19 22:52:27 +02:00
debris.zs
decal.zs
dog.zs
dynlights.zs Added the following GL Light flags: 2022-05-31 09:12:59 +02:00
fastprojectile.zs Fixed wrong parameter type passed into TryMove here 2021-05-28 09:10:43 +02:00
fountain.zs
hatetarget.zs
ice.zs - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound 2020-01-04 14:25:55 +01:00
itemeffects.zs
mapmarker.zs Allow map markers to scale relative to automap zoom. 2021-10-08 16:03:51 +02:00
movingcamera.zs - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
randomspawner.zs - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. 2020-12-02 15:30:23 +01:00
secrettrigger.zs - marked several invisible controller things to not show on the automap with the scanner powerup. 2021-09-12 13:18:40 +02:00
sectoraction.zs - marked several invisible controller things to not show on the automap with the scanner powerup. 2021-09-12 13:18:40 +02:00
setcolor.zs
sharedmisc.zs Reverted the path node system 2024-03-15 20:24:39 +01:00
skies.zs
soundenvironment.zs - marked several invisible controller things to not show on the automap with the scanner powerup. 2021-09-12 13:18:40 +02:00
soundsequence.zs - marked several invisible controller things to not show on the automap with the scanner powerup. 2021-09-12 13:18:40 +02:00
spark.zs - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound 2020-01-04 14:25:55 +01:00
specialspot.zs
splashes.zs - fixed: splashes need the MOVEWITHSECTOR flag. 2021-07-02 08:16:29 +02:00
teleport.zs - marked several invisible controller things to not show on the automap with the scanner powerup. 2021-09-12 13:18:40 +02:00
waterzone.zs