Commit Graph
14 Commits
Author SHA1 Message Date
wookieejedi a224736543 Slots for custom post processing effects (#6827)
* Slots for custom post processing effects

Post processing effects such as tint or dithering have their uniforms hardcoded, which means the only want to create new post-process effects for a mod is to overwrite an existing effect.

Requested for DEM2, this PR creates 4 blank slots for mods to create new post processing effects--2 floats and 2 vec3. This approach to create blank slots for modders follows the successful strategy used for Custom_Controls 1-5.

Note, this PR also adds `tint` to the default `post_processing.tbl` which had it missing (even though tint is a valid effect with a valid uniform buffer already).

Happy to discuss more or edit however.

* fix ordering
2025-07-14 13:44:18 -04:00
BMagnu 893fb9fef9 Add an ingame setting to disable sunglare (#6645)
* Add an ingame setting to disable sunglare

# Conflicts:
#	code/localization/localize.cpp

* Update XSTR
2025-04-01 12:56:23 +00:00
Mike Nelson a1e0fe9f13 Add many options to default settings table (#6517)
* Add many options to default settings table

* typo

* clang
2025-02-16 21:55:07 -05:00
Mike Nelson 75221b0ff5 deprecate some commandlines and make some options not require restart (#6214) 2024-07-02 22:44:44 -04:00
Mike Nelson 9c521d04d8 Retail ingame options (#5895)
* Create the ingame options game state

* Base working version of in-game options

* Cleanup + Optimization

* Localization pass

* more cleanup + documentation

* tooltips on option hover

* documentation and better inbounds check

* match case

* format strings instead of direct strings

* unused parameter

* address feedback

* localization id conflict with master

* Add this line back in

* pass the new option flags as well

* resolve xstr id conflict
2024-02-27 13:09:34 -05:00
mjn-mixael e32ea7b694 Merge branch 'master' into fix_lightshafts_optimization
# Conflicts:
#	code/graphics/post_processing.cpp
2023-10-18 23:09:43 -05:00
mjn-mixael aee48373ab Make sure these post processing variables are not optimized out of non Debug builds 2023-10-18 15:07:21 -05:00
mjn-mixael a0a523223c clean up options builders and use delayed xstr for localization 2023-09-22 19:15:42 -05:00
Goober5000 64c27d8186 fix unused variable warnings 2023-04-26 19:36:16 -04:00
Taylor Richards 39434fe7b1 fix a bunch of graphics functions to respect GR_STUB 2022-05-27 12:49:49 -04:00
Goober5000 8fa332b869 refactor supernova code
A bit of cleanup, refactoring, and bugfixing...

1) The supernova code now uses enums to represent states, and those state transitions now all happen in `supernova_process` instead of being scattered around.
2) Some state transition bugs were fixed - e.g. the HUD is now disabled when the camera cuts to the external view, instead of when the camera stops moving; and the particles start and the simulation stops when the comments say they do.
3) There is now a game_settings.tbl flag to make the HUD countdown timer reach zero when the supernova hits, instead of reaching 5s.  This only affects the HUD display; actual timing is not changed.
4) Don't apply lightshafts if the supernova glare is in effect - partial fix for #4152.
2022-04-08 22:02:34 -04:00
Joshua Glatt 028168d395 Add in-game options menu options for lightshafts and bloom (#3501)
* Add in-game options menu options for lightshafts and bloom

* move impl of new PostProcessingManager functions to .cpp file
2021-06-20 21:04:34 -04:00
Goober5000 ef0197971f fix some sort of build problem in the continuous integration 2020-11-18 21:11:09 -05:00
asarium 4568172287 Make the OpenGL backend an optional component
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
2020-08-14 18:52:14 +02:00