Magnus Norddahl
e2778ba442
Move TexMan.GetCanvas and GetTextureCanvas to common
2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df
Add canvastexture definition to animdefs.
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Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Magnus Norddahl
0049fea8d6
Add missing DrawText binding
2022-07-25 18:50:16 +02:00
Magnus Norddahl
4f0b02b396
Add a 2d drawer to canvas textures
2022-07-25 18:50:16 +02:00
Shiny Metagross
9ab6557822
A_ChangeModel now has generatorIndex
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- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2
Surfaceskin modification
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- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f
More fixes
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- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086
TArrays to TObjPtr
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- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab
A_ChangeModeldef
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-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)
This can change the modeldef, model and skins of an actor.
Currently, modelindex and skinindex accept indices from 0-15.
An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.
Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.
One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Rachael Alexanderson
f4f701a45c
- add longsavemessages to simple menu. set longsavemessages default to false.
2022-07-21 13:22:52 -04:00
Gutawer
937c22ff14
- add a method for filling a shape2d instead of using a texture ( #1661 )
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Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:57:22 +02:00
Gutawer
ee0d90a983
- add stencil buffer support for 2d drawing ( #1660 )
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Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:56:28 +02:00
Gutawer
1e27fac288
- add a system for setting all of 2D drawing's transform, not just shapes
2022-07-16 14:53:07 +02:00
nashmuhandes
c6ae73d6d2
- Expose ConsoleState to scripts
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- Make ConsoleState uint8_t sized
2022-07-16 14:38:47 +02:00
Christoph Oelckers
d310487ad4
- text update
2022-07-15 08:48:18 +02:00
Christoph Oelckers
ef8dd4d01e
- fixed and consolidated artifact check in cheat code.
2022-07-15 07:56:22 +02:00
Christoph Oelckers
a952d0f36a
-let A_FireProjectile pass through the second return value of SpawnPlayerMissile.
2022-07-14 07:59:52 +02:00
Christoph Oelckers
e1c458ab2f
- fixed PoisonCloud's looping animation count.
2022-07-14 07:54:19 +02:00
Christoph Oelckers
b719ab53f8
- weapons are not artifacts.
2022-07-14 00:12:20 +02:00
Christoph Oelckers
a847dacaaa
- fix scale members in actor.zs
2022-07-12 16:56:56 +02:00
Christoph Oelckers
ac0a68c7ca
- removed the duplicate EPrintLevel definition.
2022-07-11 19:40:58 +02:00
Ricardo LuÃs Vaz Silva
365131e1e3
rename PrintString to PrintfEx and make it a vararg function
2022-07-11 19:35:51 +02:00
Ricardo LuÃs Vaz Silva
03c8da8a44
Expose Print Flags to ZScript
2022-07-11 19:35:51 +02:00
Christoph Oelckers
aae1d1439a
- reverted AActor::scale to a DVector2.
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This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
Rachael Alexanderson
fae4166fae
- add a few njdoom maps to the rebuildnodes comptibility block
2022-07-07 08:59:13 -04:00
Christoph Oelckers
a4aca9bd9c
- force node rebuild for Plutonia MAP25.
2022-07-02 10:30:03 +02:00
Christoph Oelckers
abaa0f2178
- ENDOOM is not Windows only anymore.
2022-06-29 10:12:55 +02:00
Christoph Oelckers
5cf6a5ab1a
- text update
2022-06-29 08:36:01 +02:00
Rachael Alexanderson
00af521846
- add a few maps to the rebuildnodes compatibility block
2022-06-28 22:32:42 -04:00
Magnus Norddahl
0f08a0f511
Re-enable ray query in the shader
2022-06-22 07:55:19 +02:00
Magnus Norddahl
5cc21c5a4a
Upgrade glslang to 11.10.0
2022-06-22 07:55:19 +02:00
Magnus Norddahl
821bd3b460
Adjust some init/deinit code and rename some things
2022-06-22 07:55:19 +02:00
Magnus Norddahl
0c1aab074c
Hook up the acceleration structure to the shader and start shooting some rays!
2022-06-22 07:55:19 +02:00
Christoph Oelckers
2397b9c117
- missed a ZScript declaration.
2022-06-16 08:23:09 +02:00
RaveYard
f9bf6f9311
Implement FVector ZScript for Actor Scale
2022-06-12 17:57:44 +02:00
Blue Shadow
d862bf4347
- added FailSound property to PuzzleItem
2022-06-12 17:26:18 +02:00
Rachael Alexanderson
f1dec835d7
- add i_pauseinbackground
to the menu. note: please pull the language file for this
2022-06-09 04:13:55 -04:00
Christoph Oelckers
eb56eb380e
- reinstated con_scale.
2022-06-08 16:42:32 +02:00
Christoph Oelckers
71ce8aa79a
- block wipes when streaming movies are playing.
...
For synchronization purposes they cannot be interrupted by the wipe loop.
This also groups the cutscene state in a struct for readability purposes.
2022-06-06 12:30:47 +02:00
Christoph Oelckers
c62e14d2c1
- Backend update from Raze
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Mostly cleanup and better separation of game/backend concerns.
2022-06-06 12:09:29 +02:00
Christoph Oelckers
a59436c4c2
- fixed auto-scaling for console.
2022-06-05 12:34:22 +02:00
Christoph Oelckers
e619e40f92
- text update.
2022-06-03 23:56:08 +02:00
Player701
b91f87e4ed
- Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area
2022-06-03 19:43:50 +02:00
Alexander Kromm
ea007f56f2
fix scrolling when selecting item by key
2022-06-02 19:49:39 +02:00
Major Cooke
d5e448671d
Added LightLevel.
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- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
nashmuhandes
f235dcc38e
Squashed commit of the following:
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commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0
Merge: cb03de5d2 add4ff12a
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Mon Feb 14 18:55:52 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
commit cb03de5d2fdcba8a32b83be32579be935c8b6600
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:54:33 2022 +0800
Re-add WaterDepth to the custom namedef file
commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837
Merge: f201e6307 a9eaae074
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:52:57 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/common/engine/namedef.h
commit f201e630706fc0ea7628b8a32bd5d88afb712208
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:45:27 2022 +0800
Fix compile error (MAX() -> max())
commit fe292ebd4312afe34b1e35e4c1eafba0dc168920
Merge: 3f9150c4e 12ed24d06
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:37:58 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/playsim/p_mobj.cpp
commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sat May 29 05:32:54 2021 +0800
- Implement virtual Actor.FallAndSink for scriptable falling and water physics
- Added Actor.WaterDepth to retrieve how submerged and actor is, in map units
Original work credited to "gzdoomthrowaway"
2022-05-31 18:57:38 +02:00
Major Cooke
748156c846
Optimized CanCrossLine.
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- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
2022-05-31 10:46:06 +02:00
Major Cooke
5afd14fd4d
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-05-31 10:46:06 +02:00
Major Cooke
b5b2dd0903
Added CanCrossLine virtual for actors.
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- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-05-31 10:46:06 +02:00
Sally Coolatta
a98c1efc26
Add WorldOffset field
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Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00