Latest Raze Changes
Latest 50 commits
Unofficial development builds at DRD Team
16-May-2025 (Friday) at 11:47:13 CDT by nashmuhandes
- Add "Intensity" property for dynamic lights in GLDEFS that will multiply the brightness of the light, useful for overbrightening/underbrightening a light.
- Also add an "intensity" parameter for A_AttachLight in ZScript.
Note that for any kind of light overbrightening to do anything at all, one of the unclamped LightBlendModes in MAPINFO must be enabled.
15-May-2025 (Thursday) at 20:03:24 CDT by Dileep V. Reddy
Doing same thick fogdist calc for AmbientOcclusionColor.
15-May-2025 (Thursday) at 13:01:17 CDT by Dileep V. Reddy
ThickFogDistance and ThickFogMultiplier added to GLES main.fp shader file.
14-May-2025 (Wednesday) at 22:34:36 CDT by Dileep V. Reddy
ThickFogDistance and ThickFogMultiplier MAPINFO variables adds thicker fog (Vulkan and OpenGL only) beyond ThickFogDistance, as long as it is possible. But default it is -1.f (disabled).
14-May-2025 (Wednesday) at 12:58:35 CDT by Ricardo Luís Vaz Silva
save extraArgs to CVar for easier testing
13-May-2025 (Tuesday) at 18:48:52 CDT by XLightningStormL
Fixed a major bug
Fixed a potential loop crash caused by an undefined amount int in TakeInventory (and derivatives) now it will assume if by is less than 1 that the item is to be destroyed.
10-May-2025 (Saturday) at 23:12:55 CDT by Ricardo Luís Vaz Silva
fix MDL_USEROTATIONCENTER
10-May-2025 (Saturday) at 06:58:48 CDT by biwa
Fixed issue where seams can be seen when using animated fire textures
10-May-2025 (Saturday) at 16:21:21 CDT by Ricardo Luís Vaz Silva
fix CalcModelFrame/SetBone/GetBone/SetAnimation not grabbing smf from modeldata for decoupled anims
11-Apr-2025 (Friday) at 14:42:04 CDT by Boondorl
Fixed up game id
Store it in a proper buffer.
11-Apr-2025 (Friday) at 13:24:31 CDT by Boondorl
Added CRC to packets
Verify that data is correctly ordered and reject packets that aren't. Also generates a random game id to ensure packets are coming from legitimate clients.
09-May-2025 (Friday) at 15:06:16 CDT by Ricardo Luís Vaz Silva
Bone Getters Part 2/3, plus fixed warnings for MSVC
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add getters for frame poses
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fix missing joint in GetJointPose
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clean up models_iqm.cpp
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clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
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clean up SetModelBoneRotationInternal
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clean up a few float <-> double and unsigned <-> signed warnings
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fix more warnings
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further clean up warnings
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split mode ObjectToWorldMatrix stuff
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initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
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clean up matrix math
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GetBone/TransformByBone
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fix GetBoneFramePose
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fix ObjectToWorldMatrix
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fix missing array resize
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raw matrix getters (for use with gutamatics/etc)
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reverse matrix mult order
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replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
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fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
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GetBonePosition
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deduplicate code
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rename GetBonePosition to GetBoneBasePosition to avoid confusion
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GetBoneBaseRotation
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GetBonePosition helper function
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forgot include_offsets
06-May-2025 (Tuesday) at 20:08:26 CDT by Ricardo Luís Vaz Silva
fix gldefs and decaldef being inverted
06-May-2025 (Tuesday) at 10:03:36 CDT by Owlet7
Added obituaries to ID24 monsters
Renamed the language identifiers of the ID24 monsters to match the ones used by Legacy of Rust in DOOM + DOOM II.
06-May-2025 (Tuesday) at 16:55:54 CDT by Owlet7
Use old SNDINFO syntax for ID24 sounds
I made the mistake of mixing the two different syntaxes in my last PR. Here's a fix.
11-Mar-2025 (Tuesday) at 14:50:40 CDT by TheSuperDave938
ID24 Weapon Lights and Decals
06-Apr-2025 (Sunday) at 01:31:50 CDT by Owlet7
Use correct ID24 actors ednums
05-Apr-2025 (Saturday) at 21:26:11 CDT by Owlet7
Add support for ID24 monsters and decorations
26-Apr-2025 (Saturday) at 12:30:35 CDT by Dileep V. Reddy
Forgot to add the skymist lumps.
26-Apr-2025 (Saturday) at 11:57:13 CDT by dileepvr
Allow skymist to animate
Allow animated skymist layer.
26-Apr-2025 (Saturday) at 10:11:58 CDT by Dileep V. Reddy
Skymist is a third sky layer with transparency, and adopts the fade color and skyfog density. Size not connected to SKY1 or SKY2. Works with 6-sided skyboxes. Three template pngs (skymist1, 2, & 3) all 1x544 pixels, 8-bit grayscale with transparency are part of gzdoom.pk3 for general usage. Can supply custom lump through mapinfo. Console command 'skymisttoggle' shows the effect (make sure fade has a non-zero color in mapinfo and skyfog has non-zero density). Oh, and skyfog now works with 6-sided skyboxes.
05-May-2025 (Monday) at 14:49:49 CDT by DyNaM1Kk
Scriptified DBaseStatusBar::Draw
27-Apr-2025 (Sunday) at 04:12:25 CDT by DyNaM1Kk
Exported RefreshBackground
26-Apr-2025 (Saturday) at 14:45:14 CDT by DyNaM1Kk
Exported DrawCrosshair
05-May-2025 (Monday) at 08:49:57 CDT by DyNaM1Kk
Added a menu option for am_showlevelname
02-May-2025 (Friday) at 18:27:28 CDT by XLightningStormL
DepleteBy virtual
- Update inventory_util.zs
Added ExtraDepletionBehavior() functionality to TakeInventory and UseInventory
- Update inventory.zs
Added ExtraDepletionBehavior (int takeAmount) function
- Update inventory_util.zs
ExtraDepletionBehavior now requires at least 1 item in reserve to work
- Replaced ExtraDepletion with DepleteBy Logic
Shoutout to RicardoLuis0
- Replaced ExtraDepletion with DepleteBy Logic
Shoutout to RicardoLuis0
- Update inventory_util.zs
added sv_infiniteinventory checks for takeinventory for custominventory items, restored support for sv_infiniteinventory useinventory items
- Update inventory.zs
cleaned up DepleteBy - removing unnecessary "--Amount <= 0 && usedItem" check and usedItem bool
- Update inventory_util.zs
removed unnecessary sv_infiniteinventory check
- Update inventory.zs
amount is integer, depleteordestroy should occur when amount is less than 1
01-May-2025 (Thursday) at 21:05:02 CDT by Dileep V. Reddy
SSECMF_DRAWN was being skipped for some cases, affecting texture automap drawing. See bug #3066.
02-May-2025 (Friday) at 08:36:05 CDT by Rachael Alexanderson
- do not allow sv_gravity to be INF
28-Jan-2025 (Tuesday) at 22:31:37 CST by Ricardo Luís Vaz Silva
4.14.2 model refactor cherry pick
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split frame info calculation from RenderFrameModels
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clean up FindModelFrame
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refactor model overrides into its own function
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refactor frame rendering into RenderModelFrame
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split frame processing into ProcessModelFrame
01-May-2025 (Thursday) at 08:15:46 CDT by Ricardo Luís Vaz Silva
Bone Manip part 1 - bone setters
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split frame info calculation from RenderFrameModels
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clean up fvec4 being used as quat in iqms
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initial work on bone setting
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implement bone setters
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clean up FindModelFrame
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refactor model overrides into its own function
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refactor frame rendering into RenderModelFrame
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split frame processing into ProcessModelFrame
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refactor BoneOverride in preparation for translation/scale overrides
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clean up macros
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SetBoneTranslation/SetBoneScaling
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GetBoneOffset
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fix compilation on linux/mac (fuck you MSVC)
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fix typo 😅
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make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
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bone info getters
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fix joint lengths, add joint dirs
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serialize bone overrides
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fix bone dir return type
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GetBoneIndex/GetBoneCount
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helper functions for working with non-quat angles
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add mode enum, add more helper functions
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fix up formatting
29-Apr-2025 (Tuesday) at 13:37:28 CDT by Ricardo Luís Vaz Silva
limit light alpha mult to renderflag
29-Apr-2025 (Tuesday) at 13:37:28 CDT by Ricardo Luís Vaz Silva
limit light alpha mult to renderflag
29-Apr-2025 (Tuesday) at 06:14:34 CDT by Ricardo Luís Vaz Silva
4.14.2
29-Apr-2025 (Tuesday) at 01:21:53 CDT by Xaser Acheron
add a few commonly-used gzdoom-specific properties to the dehacked parser
29-Apr-2025 (Tuesday) at 01:21:53 CDT by Xaser Acheron
add a few commonly-used gzdoom-specific properties to the dehacked parser
28-Apr-2025 (Monday) at 20:24:42 CDT by Xaser Acheron
fix dsdhacked actors not spawning when placed in a map
26-Apr-2025 (Saturday) at 14:46:38 CDT by DyNaM1Kk
Added am_showlevelname CVar
Allows controlling the visibility of the level name on the automap.
23-Apr-2025 (Wednesday) at 12:12:06 CDT by MajorCooke
SpawnBlood now returns an actor spawned by the function.
20-Apr-2025 (Sunday) at 14:27:48 CDT by dileepvr
Ensure boolean to suppress compiler warning
Finally used !!(...)
somewhere.
20-Apr-2025 (Sunday) at 12:27:05 CDT by dileepvr
Boolean op instead of mod with 2
( ... & 1)
is simpler than (... % 2 != 0)
.
20-Apr-2025 (Sunday) at 10:46:39 CDT by dileepvr
Fixed pitch culling in reflective flats for OoB Viewpoints
The vertical clipper needed viewpoint pitch sign to be flipped to work correctly. Only relevant for OoB viewpoints.
01-Apr-2025 (Tuesday) at 14:20:00 CDT by Boondorl
Added OnLoad virtual
Allows for things to be reinitialized where needed for Thinkers. Moved hidden state of items over to OnLoad.
17-Apr-2025 (Thursday) at 16:38:15 CDT by Ricardo Luís Vaz Silva
save togglehud to ini so that it can be properly restored on crash/exit
17-Apr-2025 (Thursday) at 16:35:43 CDT by Ricardo Luís Vaz Silva
fix bug with direct cvar assignment being mistakenly allowed
28-Apr-2025 (Monday) at 20:24:42 CDT by Xaser Acheron
fix dsdhacked actors not spawning when placed in a map
26-Apr-2025 (Saturday) at 14:46:38 CDT by DyNaM1Kk
Added am_showlevelname CVar
Allows controlling the visibility of the level name on the automap.
16-Apr-2025 (Wednesday) at 15:28:01 CDT by Ricardo Luís Vaz Silva
fix up header comment
16-Apr-2025 (Wednesday) at 14:24:48 CDT by Ricardo Luís Vaz Silva
hook up includes for vulkan
16-Apr-2025 (Wednesday) at 14:24:35 CDT by Ricardo Luís Vaz Silva
implement includes for opengl
16-Apr-2025 (Wednesday) at 14:24:22 CDT by Ricardo Luís Vaz Silva
fix missing newline in stb_include