Commit graph

5779 commits

Author SHA1 Message Date
Steel Titanium
593fcae69a Merge branch 'next' into 2.1.24-prep 2019-06-07 18:02:09 -04:00
Steel Titanium
8d5207975d Merge branch 'master' into travis-deployer
# Conflicts:
#	.travis.yml
2019-06-07 16:56:19 -04:00
Steel Titanium
9a6330ca4d Merge branch 'more-limits' into 2.1.24-prep 2019-06-07 11:28:43 -04:00
Monster Iestyn
474b70aa69 Update version to 2.1.24 2019-06-07 15:48:33 +01:00
Nev3r
f92b3cbfdd Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2 2019-06-07 13:11:51 +02:00
Nev3r
b8d2e017b4 Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds. 2019-06-07 13:10:12 +02:00
Nev3r
da09a07e6e viewx/viewy also need to be stored/restored. 2019-06-06 13:31:48 +02:00
Nev3r
ebe0586993 Add pad checks for visplanes; invalidate invalid columns from visplanes (visplane renderer and column renderers don't speak exactly the same language).
The visplane portal top boundary offset has been restored since all known bugs involving it have been fixed.
2019-06-06 11:26:13 +02:00
Nev3r
f0b79697e5 Fix sigsegv when there is no main skybox viewpoint. 2019-06-05 18:45:36 +02:00
Nev3r
819169f378 Vissprite clipping improvements.
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r
906b366e1b Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).

Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r
a1f429030c Set a default frontscale for visplane portals.
I don't know whether this is necessary or not but I'm poking blindly trying to fix the sorting issues for now.
2019-06-04 21:04:35 +02:00
Nev3r
96cfecc41a Created drawnode lists for each view/portal.
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Monster Iestyn
eb3d0bdce8 Revert "Merge branch '144-scrolltweaks' into 'master'"
This reverts merge request !213
2019-06-04 17:34:59 +00:00
Steel Titanium
29dd330878 Some small tweaks 2019-06-03 17:34:51 -04:00
Steel Titanium
813ccf71e5 Merge branch 'next' into public-musicplus-libopenmpt 2019-06-03 15:36:50 -04:00
Steel Titanium
8f19878781 Upped freeslots limit 2019-06-03 15:23:48 -04:00
Nev3r
84a52a0f80 Moving away more portal-related global vars to r_portal. 2019-06-03 13:33:12 +02:00
Nev3r
c35769e5de Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Monster Iestyn
e890cb1699 Merge branch 'master' into checksight-fixes
# Conflicts:
#	src/p_sight.c
2019-06-02 18:13:02 +01:00
Nev3r
ae1e3630f8 Add visplane portal creation functionality and use it to replace the skybox rendering.
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
Nev3r
7e1bb4a370 Code refactoring to turn portal struct into a more generalized shape.
Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn
dbdfdaf1fe Whoops, forgot to make P_CheckSight support slopes for same-sector FOF plane checking. 2019-05-27 21:18:02 +01:00
Monster Iestyn
309f4a10d0 Fixed P_CheckSight to support slopes, both for normal planes and FOF planes
(Untested)
2019-05-27 20:36:35 +01:00
Monster Iestyn
fb6fefd186 fix P_CheckSight to consider FOFs that completely block the view
(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-27 19:32:05 +01:00
Steel Titanium
894c06520a Merge branch 'next' into jimita-unfuck-awayview 2019-05-25 19:47:45 -04:00
Steel Titanium
2e8aae5d6a Merge branch 'next' into jimita-flashpals-on-screenshots 2019-05-25 19:37:17 -04:00
Steel Titanium
ff040ccced Update libopenmpt to 0.4.4 2019-05-23 22:05:28 -04:00
Monster Iestyn
36415b0050 Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn
a2e0c1998a Update hw_light.c
(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Monster Iestyn
3cb336bdbc Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Monster Iestyn
10430628e6 Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Steel Titanium
ea29bae39e Forgot some references 2019-05-20 23:31:23 -04:00
Steel Titanium
991181afa2 circleci: Fix compiling error 2019-05-20 23:22:23 -04:00
Steel Titanium
2ede6dd29f Merge branch 'master' into public-musicplus-libopenmpt 2019-05-20 21:33:10 -04:00
Monster Iestyn
dc5d13da46 Merge branch 'steelt-acz-things-hardcode' into 'master'
Hardcode some ACZ things

See merge request STJr/SRB2Internal!220
2019-05-17 12:22:21 -04:00
Monster Iestyn
5e87ab4fa7 Merge branch 'public_flatsprite' 2019-05-16 16:00:24 +01:00
Monster Iestyn
04a8c9a283 Merge branch 'public_next' 2019-05-16 15:58:17 +01:00
Monster Iestyn
c8e3748a1c Merge branch 'master' into next 2019-05-13 16:07:30 +01:00
Monster Iestyn
11cc332378 Merge branch 'archiveworld-sigsegv-fix' into 'next'
Fix SIGSEGV from sending lindefs/sidedefs in savegame due to duplicated lines.

See merge request STJr/SRB2!490
2019-05-13 07:02:48 -04:00
Alam Ed Arias
be13ab4830 Fix NONET build 2019-05-13 01:51:36 -04:00
Steel Titanium
2c4555493d Merge branch 'perpetual-modifier-updates' into 'master'
Set modifiers in a non-reactive manner

See merge request STJr/SRB2!456
2019-05-13 00:36:06 -04:00
Steel Titanium
f235f45431 Merge branch 'no-frameskip' into 'next'
Don't skip frames when connecting or paused

See merge request STJr/SRB2!489
2019-05-13 00:35:11 -04:00
Steel Titanium
0f616a7141 Properly fix crash due to duplicated lines. 2019-05-13 00:23:43 -04:00
Steel Titanium
9ec6d5e653 Revert "Check that lumps are okay"
This reverts commit 3f4121085b.
2019-05-13 00:20:39 -04:00
Steel Titanium
ed6bd64014 Hardcode some ACZ things 2019-05-11 22:56:23 -04:00
James R
3f4121085b Check that lumps are okay 2019-05-08 20:30:19 -04:00
Monster Iestyn
5756583612 Merge branch 'master' into next 2019-05-08 16:31:05 +01:00
Monster Iestyn
2b636ae614 Merge branch 'alias_recursion_hotfix_2' into 'master'
Alias recursion hotfix 2

See merge request STJr/SRB2!482
2019-05-08 11:25:15 -04:00
wolfy852
93c706bfb8 Don't skip frames when connecting or paused 2019-05-08 09:39:45 -05:00