Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
Christoph Oelckers
196986ae6b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-15 11:25:42 +01:00
nashmuhandes
fd31c84745
Added a slider to control the intensity of underwater screen blending.
2016-11-11 17:18:39 +08:00
Christoph Oelckers
747b612860
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-03 19:42:03 +01:00
Christoph Oelckers
6ef5cdebb2
- slider fixes.
2016-11-03 19:41:51 +01:00
nashmuhandes
b420347bab
Added "local" parameters to A_PlaySound and ACS PlaySound
2016-11-01 15:14:06 +01:00
Christoph Oelckers
6e0defdc69
- fixed numeric output precision for a few sliders.
2016-11-01 13:48:56 +01:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
10203afa41
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-23 18:50:59 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
raa-eruanna
e0efdd97b3
- Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier.
2016-10-21 19:24:39 +02:00
raa-eruanna
513f8312b3
- Renamed menu option for r_fullbrightignoresectorcolor
2016-10-21 08:36:20 -04:00
raa-eruanna
c76431414a
- Implemented r_fullbrightignoresectorcolor from QZDoom
2016-10-21 07:06:24 -04:00
Christoph Oelckers
ce80d8157b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-20 10:24:37 +02:00
Magnus Norddahl
2fe545a4fd
Merge r_stretchsky and r_capsky into r_skymode
2016-10-20 00:59:51 +02:00
Magnus Norddahl
5de8112578
Add support for capping sky with a solid color
2016-10-19 23:52:09 +02:00
Marisa Heit
d2a9f7ac6f
Fix Raise definition for DoomImp
2016-10-17 21:45:06 -05:00
Christoph Oelckers
b03489a43c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-16 08:51:13 +02:00
Marisa Heit
e4281454ce
Split ANIMATED into three parts, filtered by game that uses them
...
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
crammed into a single file. This meant that animations from one game
could erroneously make their way into maps for another game that
provided custom textures with names that matched textures that animated
in the other game. There are now three separate ANIMATED lumps with only
the animations defined for the original game and no others. The one
that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
FTextureManager::InitAnimated(), since I had to figure it out from the
code.
2016-10-15 21:40:24 -05:00
Magnus Norddahl
14c1a77f8a
Fix AmbientOcclusionColor bug where pixelpos was assumed to be in eye space coordinates
2016-10-13 18:08:04 +02:00
Christoph Oelckers
a4a00435e2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-12 08:42:37 +02:00
Major Cooke
3de83b8943
Added PSPF_FLIP.
...
Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Major Cooke
5dc94a10c3
Added A_SetInventory.
...
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers
14a6e7989b
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/menudef.txt
2016-10-10 11:38:08 +02:00
Major Cooke
31ca5a1900
Added OverlayX/Y(int layer)
...
- Retrieves the X/Y positions of an overlay.
- A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
2016-10-10 10:48:50 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Magnus Norddahl
1b7c42f45f
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
Christoph Oelckers
ee66d22034
Revert "- added an option to disable the pickup screen flash."
...
This reverts commit 2d320a2e86
.
The feature has been superseded by pickup_fade_scalar and is no longer needed.
2016-10-07 08:46:06 +02:00
raa-eruanna
3ccc85876c
- Forgot to add language entries.
2016-10-06 20:05:30 -04:00
raa-eruanna
02f66fa34e
- Backported blood_fade_scalar from Skulltag
...
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers
fc246be03e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-06 21:21:46 +02:00
Magnus Norddahl
bb79dcb634
SSAO math bug fixes
2016-10-06 07:36:49 +02:00
Christoph Oelckers
5b350dcdd5
- gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers.
2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86
- added an option to disable the pickup screen flash.
2016-10-05 09:59:19 +02:00
Magnus Norddahl
00e72028ef
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
Magnus Norddahl
ecb57d6cd9
Merge remote-tracking branch 'gzdoom/master' into ssao
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_shader.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
Christoph Oelckers
2da18bfa56
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-03 00:56:55 +02:00
Major Cooke
201ae3c60f
Added OverlayID() for retrieving psprite layer numbers.
2016-10-03 00:44:06 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
Christoph Oelckers
0bce6e3925
- added ACS and DECORATE setter functions for named translations.
2016-10-02 14:09:45 +02:00
Christoph Oelckers
51ffd6d9c6
- fixed some warnings.
...
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f
- added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument.
2016-10-02 00:43:05 +02:00
Christoph Oelckers
d5e31aff1b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-28 08:27:55 +02:00
Marisa Heit
59e52b3e9b
Fixed: Heretic platforms make a mid-move sound, unlike Doom's
2016-09-27 18:40:36 -05:00
Magnus Norddahl
979e70ca8f
Add gl_ssao_portals for controlling how many portals gets SSAO
2016-09-25 00:22:38 +02:00