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Gzdoom builder skybox
Gzdoom builder skybox




gzdoom builder skybox
  1. #Gzdoom builder skybox code
  2. #Gzdoom builder skybox plus

Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden.Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this).Added "Class" instruction for Image Scrollers.Added Font and TextureID types to Option and Image Scroller items (List items already have these).Fix incorrect pixelratio handling on rotated models.process events every frame as well to ensure that menus can run at any framerate.allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.Fix crash if Animation is not explicitly assigned in MODELDEF.Added animation support for OptionMenus.

#Gzdoom builder skybox plus

Allow assigning IQM frames by animation name plus frame offset.This erroneously checked for FrontSkyLayer. fixed: The raw texture caching in the texture manager did not work.Fix GC ignoring DynArrays inside fixed Arrays.Fix SNDINFO $rolloff always changing global rolloff.Fixed A_Changemodel crash from invalid modeldef names.Added Method For Getting Portal Group Count.Allow Disabling of XY Billboard for Particles.Look up named frames using the Animation ID (if any).Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.Italian language translation is now complete.

#Gzdoom builder skybox code

The original code was written by DrPyspy and used with his permission, while I'm the one that updated it, such as by adding the User_SkyParallax variable, so the mapper can control how much the sky camera moves relative to the player without having to change the cameras' source code.Īlso if I can, tommorow I'll make and attach a video here of this sky camera actor in action. Also I'm not really sure where it would fit, so I decided to post it here in the SFX Shoppe. But earlier today I finally got around to having someone make that graphic (Tabijaky), though originally I wanted to make it myself. The only thing that was missing was a custom sprite for the actor, to not use the pre-existing graphic for the normal sky viewpoint. This is a submission I've wanted to make for about a month, the code for it was already finished and I've even used this sky camera for some of my unreleased maps already. For more info, read the DOCUMENT.txt file. The amount of parallax can be changed through the User_SkyParallax use variable. Sprite Edit: Custom sky camera graphic by Tabijaky, made from GZDB/UDB's sky viewpoint graphic.Īn improved variant of ZDoom's existing static sky viewpoint actor, unlike the ZDoom sky camera, this camera will move relative to the players' camera, making it so you can move closer or further from objects like distant hills that exist within a skybox sector, instead of the camera staying in place, similar to 3D skyboxes in the Source Engine. Spawn Ceiling: No, can be raised to it in-editor.Īctor Modification: Only inherits from the pre-existing SkyViewpoint that is inside the engine archive.Ĭode: inkoalawetrust (Improved code), DrPyspy (Original base code) Spawn Offsets: Where the camera will be is determined by the mapper themselves/

gzdoom builder skybox

Connections: None (Inherits from a built-in (G)ZDoom actor.)






Gzdoom builder skybox