Christoph Oelckers
35bb2d3079
- add new option to menu
2018-09-29 13:31:13 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
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Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Magnus Norddahl
3b8b312fae
- clamp the software light to never get brighter than the initial light level
2018-09-23 17:58:17 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
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- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
ZippeyKeys12
60f82d1eb9
Make StatusScreen::End virtual
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https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 13:21:13 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
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https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
Christoph Oelckers
7cbc98e1d0
- fixed incorrect trigger types in compatibility setter.
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These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-03 23:06:32 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Rachael Alexanderson
7c4dd9408d
- update french language translation from Tapwave
2018-08-31 18:01:51 -04:00
Jonathan Russell
ea81ab4097
- added Screen.DrawThickLine for drawing lines with thickness
2018-08-30 19:21:57 +02:00
Rachael Alexanderson
e428f6948e
- add menu sliders for vr_ipd
and vr_screendist
2018-08-29 19:13:44 -04:00
Christoph Oelckers
d263f7bcc8
- removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157
- renamed RIndexOf to RightIndexOf
2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70
Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
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RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.
Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
Kevin Caccamo
cbbf4fb662
Add 1280x1024 to the resolution preset menu
2018-08-21 20:16:46 +02:00
argv-minus-one
1d930b45cf
Add ZScript method LevelLocals.SphericalCoords
.
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It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Marisa Kirisame
02926a5567
Add "IsFinal" parameter for CheckReplacement.
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If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
e18b17217f
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
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Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
argv-minus-one
0717f5aede
Make various getter and pure-math Actor methods clearscope.
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These methods do not examine or change playsim state. They only perform math or look at class metadata.
Methods changed are:
• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 11:52:44 +02:00
Rachael Alexanderson
ecdc485e05
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Rachael Alexanderson
07c9db682d
- change 'halfstep' in the dither shader to a #define
2018-08-07 17:06:05 -04:00
Rachael Alexanderson
1cfed9de45
- expand the dither matrix from 4x4 to 8x8
2018-08-06 23:00:20 -04:00
Rachael Alexanderson
0cfe79d85d
- further math tweaks
2018-08-06 21:51:23 -04:00
Rachael Alexanderson
cdd77ad5fa
- fix up a bit of math on the dither shader
2018-08-06 21:37:45 -04:00
Magnus Norddahl
7362070504
- add dithering to present shader
2018-08-07 03:03:40 +02:00
Christoph Oelckers
4c20553a62
Revert "Add RenderStyle API"
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This reverts commit 8c7d3b6ab8
.
With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie
8c7d3b6ab8
Add RenderStyle API
2018-08-05 09:44:05 -04:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Rachael Alexanderson
bc9ba4d306
- these should not be here. they are just unused templates I forgot to remove
2018-08-02 09:54:55 -04:00
Rachael Alexanderson
29bb32c039
- export resolution strings to the language file
2018-08-02 09:53:34 -04:00
Rachael Alexanderson
bd1e484c1e
- redo the menu a bit, add in some C++ support code to make it a little bit more flexible
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- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Sterling Parker
68bd618aaa
Initial "resolution mode selector" implementation
2018-08-01 07:20:35 -06:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
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The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
Christoph Oelckers
9653aa95a4
- fixed: The BossCube must account for its target being gone.
2018-07-27 08:46:28 +02:00
Rachael Alexanderson
d7b7ae06e7
- implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
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- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
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# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
alexey.lysiuk
7acf9f96b6
- added placeholders for removed video menu classes
2018-07-16 17:15:41 +03:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Rachael Alexanderson
d59bdbd7e8
- improved backdrop texture a little bit. replaced with a CC0 texture designed in Krita
2018-07-15 07:59:36 -04:00
Christoph Oelckers
7bda29387d
- added missing files.
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No idea why they weren't committed...
2018-07-15 00:26:22 +02:00
Christoph Oelckers
1294f3df64
- replaced the procedural backdrop texture with some warped noise texture.
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This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers
7a692b1557
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
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- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
Marisa Kirisame
2d0fb4ed2e
Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment.
2018-07-13 20:24:06 +02:00