Latest UZDoom Changes
Latest 50 commits, skipping 450
Unofficial development builds at DRD Team
29-May-2025 (Thursday) at 09:49:48 PDT by Boondorl
Clear next and prev list pointers on VTs when destroyed
27-May-2025 (Tuesday) at 22:09:24 PDT by Rachael Alexanderson
- fix pointer mixup in whirlwind DoSpecialDamage()
27-May-2025 (Tuesday) at 20:25:35 PDT by Ricardo Luís Vaz Silva
fix bad loop condition
27-May-2025 (Tuesday) at 17:27:21 PDT by Rachael Alexanderson
- fix OOB VM abort for scoreboard in teamplay games - fixes #3101
22-May-2025 (Thursday) at 23:21:21 PDT by Ricardo Luís Vaz Silva
GetBoneEulerAngles
22-May-2025 (Thursday) at 23:20:44 PDT by Ricardo Luís Vaz Silva
up vector for TransformByBone/GetBonePosition
22-May-2025 (Thursday) at 21:35:13 PDT by Ricardo Luís Vaz Silva
rename GetBone to GetBoneTRS in zscript
22-May-2025 (Thursday) at 17:04:21 PDT by Ricardo Luís Vaz Silva
return rotation with GetBonePosition
25-May-2025 (Sunday) at 23:06:15 PDT by Rachael Alexanderson
- whoops, missed renaming one of the variables in whirlwind.DoSpecialDamage() virtual
18-May-2025 (Sunday) at 16:48:32 PDT by Dileep V. Reddy
Exposed some skymist variables to zscript. Created zscript levellocals functions ChangeSkyMist(TextureID skymist, bool usemist = true), SetSkyFog(int density), and SetThickFog(float distance, float multiplier), so people aren't tied to MAPINFO for such things.
23-May-2025 (Friday) at 11:44:32 PDT by Rachael Alexanderson
- fix ironlich whirlwind blaming the victim for its damage
21-May-2025 (Wednesday) at 20:50:21 PDT by Boondorl
Fixed MBF21_GunFlashTo
This needs to use the original vanilla behavior for processing PSprites since it's dehacked.
21-May-2025 (Wednesday) at 17:21:08 PDT by RaveYard
Delete invalid polyobjects from level array in PO_Init
18-May-2025 (Sunday) at 22:57:36 PDT by Ricardo Luís Vaz Silva
remove commented out debug code
18-May-2025 (Sunday) at 22:52:17 PDT by Ricardo Luís Vaz Silva
Scriptified scoreboard drawing
20-May-2025 (Tuesday) at 07:20:10 PDT by Robert Godward
Move additional includes out of the FileSys namespace.
16-May-2025 (Friday) at 09:47:13 PDT 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 18:03:24 PDT by Dileep V. Reddy
Doing same thick fogdist calc for AmbientOcclusionColor.
15-May-2025 (Thursday) at 11:01:17 PDT by Dileep V. Reddy
ThickFogDistance and ThickFogMultiplier added to GLES main.fp shader file.
14-May-2025 (Wednesday) at 20:34:36 PDT 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 10:58:35 PDT by Ricardo Luís Vaz Silva
save extraArgs to CVar for easier testing
13-May-2025 (Tuesday) at 16:48:52 PDT 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 21:12:55 PDT by Ricardo Luís Vaz Silva
fix MDL_USEROTATIONCENTER
10-May-2025 (Saturday) at 04:58:48 PDT by biwa
Fixed issue where seams can be seen when using animated fire textures
10-May-2025 (Saturday) at 14:21:21 PDT by Ricardo Luís Vaz Silva
fix CalcModelFrame/SetBone/GetBone/SetAnimation not grabbing smf from modeldata for decoupled anims
11-Apr-2025 (Friday) at 12:42:04 PDT by Boondorl
Fixed up game id
Store it in a proper buffer.
11-Apr-2025 (Friday) at 11:24:31 PDT 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 13:06:16 PDT by Ricardo Luís Vaz Silva
Bone Getters Part 2/3, plus fixed warnings for MSVC
-
add getters for frame poses
-
fix missing joint in GetJointPose
-
clean up models_iqm.cpp
-
clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
-
clean up SetModelBoneRotationInternal
-
clean up a few float <-> double and unsigned <-> signed warnings
-
fix more warnings
-
further clean up warnings
-
split mode ObjectToWorldMatrix stuff
-
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)
-
clean up matrix math
-
GetBone/TransformByBone
-
fix GetBoneFramePose
-
fix ObjectToWorldMatrix
-
fix missing array resize
-
raw matrix getters (for use with gutamatics/etc)
-
reverse matrix mult order
-
replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
-
fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
-
GetBonePosition
-
deduplicate code
-
rename GetBonePosition to GetBoneBasePosition to avoid confusion
-
GetBoneBaseRotation
-
GetBonePosition helper function
-
forgot include_offsets
06-May-2025 (Tuesday) at 18:08:26 PDT by Ricardo Luís Vaz Silva
fix gldefs and decaldef being inverted
06-May-2025 (Tuesday) at 08:03:36 PDT 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 14:55:54 PDT 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 12:50:40 PDT by TheSuperDave938
ID24 Weapon Lights and Decals
05-Apr-2025 (Saturday) at 23:31:50 PDT by Owlet7
Use correct ID24 actors ednums
05-Apr-2025 (Saturday) at 19:26:11 PDT by Owlet7
Add support for ID24 monsters and decorations
26-Apr-2025 (Saturday) at 10:30:35 PDT by Dileep V. Reddy
Forgot to add the skymist lumps.
26-Apr-2025 (Saturday) at 09:57:13 PDT by dileepvr
Allow skymist to animate
Allow animated skymist layer.
26-Apr-2025 (Saturday) at 08:11:58 PDT 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 12:49:49 PDT by DyNaM1Kk
Scriptified DBaseStatusBar::Draw
27-Apr-2025 (Sunday) at 02:12:25 PDT by DyNaM1Kk
Exported RefreshBackground
26-Apr-2025 (Saturday) at 12:45:14 PDT by DyNaM1Kk
Exported DrawCrosshair
05-May-2025 (Monday) at 06:49:57 PDT by DyNaM1Kk
Added a menu option for am_showlevelname
02-May-2025 (Friday) at 16:27:28 PDT 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 19:05:02 PDT by Dileep V. Reddy
SSECMF_DRAWN was being skipped for some cases, affecting texture automap drawing. See bug #3066.
02-May-2025 (Friday) at 06:36:05 PDT by Rachael Alexanderson
- do not allow sv_gravity to be INF
28-Jan-2025 (Tuesday) at 20:31:37 PST by Ricardo Luís Vaz Silva
4.14.2 model refactor cherry pick
-
split frame info calculation from RenderFrameModels
-
clean up FindModelFrame
-
refactor model overrides into its own function
-
refactor frame rendering into RenderModelFrame
-
split frame processing into ProcessModelFrame
01-May-2025 (Thursday) at 06:15:46 PDT by Ricardo Luís Vaz Silva
Bone Manip part 1 - bone setters
-
split frame info calculation from RenderFrameModels
-
clean up fvec4 being used as quat in iqms
-
initial work on bone setting
-
implement bone setters
-
clean up FindModelFrame
-
refactor model overrides into its own function
-
refactor frame rendering into RenderModelFrame
-
split frame processing into ProcessModelFrame
-
refactor BoneOverride in preparation for translation/scale overrides
-
clean up macros
-
SetBoneTranslation/SetBoneScaling
-
GetBoneOffset
-
fix compilation on linux/mac (fuck you MSVC)
-
fix typo 😅
-
make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
-
bone info getters
-
fix joint lengths, add joint dirs
-
serialize bone overrides
-
fix bone dir return type
-
GetBoneIndex/GetBoneCount
-
helper functions for working with non-quat angles
-
add mode enum, add more helper functions
-
fix up formatting
29-Apr-2025 (Tuesday) at 11:37:28 PDT by Ricardo Luís Vaz Silva
limit light alpha mult to renderflag
29-Apr-2025 (Tuesday) at 11:37:28 PDT by Ricardo Luís Vaz Silva
limit light alpha mult to renderflag
29-Apr-2025 (Tuesday) at 04:14:34 PDT by Ricardo Luís Vaz Silva
4.14.2
28-Apr-2025 (Monday) at 23:21:53 PDT by Xaser Acheron
add a few commonly-used gzdoom-specific properties to the dehacked parser
