Eidolon
1550210188
Implement interpolation at the renderer level
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Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2021-11-29 06:43:46 -05:00
Sally Coolatta
82fa875502
Refactor R_PointToAnglePlayer
2021-06-12 00:56:55 -04:00
Latapostrophe
d253b66524
Fix effects in splitscreen
2021-04-24 14:46:39 +02:00
James R
a77ed63c5f
Merge branch 'sliptide-tweak'
2021-04-10 03:21:09 -07:00
James R
96d49730df
Don't tilt according to slope while spectating
2021-04-09 19:06:56 -07:00
James R
1e97e92be0
Use lookback frames for sliptides
2021-04-09 18:22:15 -07:00
James R
bdc4b50de2
Let viewrollangle be independent of camera tilting
2021-04-06 16:25:25 -07:00
James R
08348fcd43
Merge remote-tracking branch 'srb2/next'
2021-04-05 01:26:17 -07:00
Sryder
4a099fd98d
Duplicate code from merge that was writing out of range for 4p splitscreen
2021-04-04 16:48:48 +01:00
James R
04b6911e21
Merge branch 'sloped-camera' into 22-merge-again
2021-04-01 20:55:22 -07:00
Jaime Ita Passos
bb0e59c8a9
Smoother freelook in Software
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Mhm hmm...
2021-03-30 22:52:50 -03:00
toaster
99a764dbc0
Loadbar plus.
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* Resolves #145 .
* Increased granularity, to seperate out texture loading and sprite loading from other render structure initialisation.
* Shows small loading string in DEVELOP builds, to show where we can optimise loading times when we're polishing.
* Clean up con_refresh/startup, which got split into two variables in the merge by mistake.
2021-03-28 20:16:47 +01:00
Sally Coolatta
4139e67ddb
Renderer compile errors
2021-02-28 23:31:56 -05:00
Sally Coolatta
9d7ec0ab8f
Merge SRB2 next
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Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
toaster
97d404de7b
A few changes to cameras.
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* When lightsnaking, update the camera angle at each waypoint step to prevent being dropped the wrong way around.
* The above bullet point is WIP. I've tried to restrict manual turning while lightsnaking, but it still happens and just gets yanked back at each waypoint. Would appreciate a bit of insight here.
* Fix HUD tracking for spectators by setting thiscam->chase each tic more definitively.
* Still happens for the very first tic of the map though, must be another data point I missed 😔
* Fix the vertical jittering when a spectator's camera is on the ground.
2021-02-19 16:25:12 +00:00
LJ Sonic
048bcb9600
Revert "Use R_PointToDist2 instead"
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This reverts commit 2b7e465ed6 .
2021-02-13 17:45:54 +01:00
Sally Coolatta
2b7e465ed6
Use R_PointToDist2 instead
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Apparently overflows less often
Actually, lets just fix FixedHypot instead.
Now FixedHypot uses the code from R_PointToDist2, and R_PointToDist2 just calls FixedHypot.
Ultimately, this branch was intended to get rid of a redundant way to retrieve distance and replace it with the one that was actually good at its job. So consolidating FixedHypot and R_PointToDist2 together is just an extension of that.
2020-12-12 14:49:26 -08:00
James R
2e649de64f
Merge branch 'high-resolution-timer-2' into next
2020-12-10 02:55:02 -08:00
Jaime Ita Passos
be274a4fa9
Merge branch 'next' into spritestuff2
2020-11-19 00:52:43 -03:00
Sally Coolatta
fc934b38e1
Merge public next
2020-11-10 15:32:48 -05:00
Sally Coolatta
b3f4483ac2
Actually, lets just fix FixedHypot instead.
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Now FixedHypot uses the code from R_PointToDist2, and R_PointToDist2 just calls FixedHypot.
Ultimately, this branch was intended to get rid of a redundant way to retrieve distance and replace it with the one that was actually good at its job. So consolidating FixedHypot and R_PointToDist2 together is just an extension of that.
2020-11-08 00:45:16 -05:00
James R
27fbf77922
Huge perfstats refactor
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I needed to update it to make it functional with the precise timer. But I also
got sick of looking at the mess of sprintf followed by draw call.
2020-11-07 01:32:59 -08:00
Jaime Passos
917f8bbb66
Plane optimization and cleanup
2020-11-04 23:46:34 -03:00
Jaime Passos
cdc4a6d86e
Implement blend modes
2020-10-27 00:03:41 -03:00
James R
eec54356c3
Fix splitscreen fov being fucked on first R_ExecuteSetViewSize
2020-10-26 18:57:32 -07:00
Sally Coolatta
afbbfc9b1f
Fix cvars
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My wrist burns...
2020-10-24 21:32:07 -04:00
Sally Coolatta
7c2bd0d1c2
Merge remote-tracking branch 'srb2/next' into the-scary-22-merge
2020-10-24 20:50:58 -04:00
Sally Coolatta
9b6aa946ea
Merge remote-tracking branch 'srb2/master' into the-scary-22-merge
2020-10-24 19:28:06 -04:00
James R
f34a761d48
Merge branch 'perfstats' into 'next'
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Performance stats
See merge request STJr/SRB2!1186
2020-10-18 15:33:20 -04:00
Jaime Passos
b4b4738c94
Changes to sprite rendering:
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- Added render flags (see r_defs.h)
- Implemented floor splats
- Drop shadow sprite rendering through render flags
2020-10-12 00:13:22 -03:00
Jaime Passos
b44837324f
Merge branch 'next' into patch-stuff-again-2
2020-10-10 17:01:10 -03:00
Hannu Hanhi
24ff748c58
Performance stats
2020-10-10 22:12:34 +03:00
Jaime Passos
b7d1c0b1e4
Make 3D floors cull areas below or above them to reduce overdraw (2)
2020-10-10 01:00:39 -03:00
James R
b7c4a82a0f
Replace C90's junk with a modest macro
2020-10-06 23:04:23 -07:00
James R
4240b30453
Apply quake rolling to opengl too, cv_actionmovie depends on cv_tilting
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(cherry picked from commit b69162e92d972b58c59b73a19eed2ea234e464f3)
2020-10-04 20:59:08 -07:00
James R
737ea51ace
Merge remote-tracking branch 'origin/the-scary-22-merge' into sloped-camera
2020-10-04 16:32:19 -07:00
Sally Coolatta
285ec3e08c
Player death uses damage types
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- Fixed last place elimination not working (again)
- Replaces squishing from level geometry with good old fashioned crush death
2020-09-25 16:31:10 -04:00
Lachlan Wright
0060bac482
Merge branch 'more-stats' into 'next'
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Add tic and UI times to render stats
See merge request STJr/SRB2!1125
2020-09-25 08:54:01 -04:00
Lachlan Wright
923e3d4888
Merge branch 'gl-shearing-fix-2' into 'next'
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Fix cv_glshearing 2 in first person
See merge request STJr/SRB2!1114
2020-09-25 08:51:57 -04:00
James R
f0c024e9bd
Remove inverse slope option, merge quaketilt and slopeview into tilting cvar
2020-09-24 20:05:40 -07:00
James R
c5df256d9e
Make fucking with the window optional
2020-09-24 16:49:34 -07:00
James R
176657fe54
Make rolling quake optional
2020-09-24 16:49:34 -07:00
James R
300d25116f
Revise cvars, inverseslope is now the default
2020-09-24 16:49:33 -07:00
James R
c82ac33c0c
Rumble rumble
2020-09-24 16:49:33 -07:00
James R
a8fe25dd41
QUAAAAAAAAKE
2020-09-24 16:49:33 -07:00
James R
65d5fd0784
GONNAHURL HARDCODE
2020-09-24 16:49:33 -07:00
James R
031665cdfc
View morph splitscreen support!
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There are some issues I ran into:
- Rotation is jittery (not introduced by this commit)
- 2P is wack, I don't care
2020-09-23 17:50:47 -07:00
James R
997d142cb5
SPLITSCREEN FOV
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Object tracking is off, but it was off before so I don't know if I actually
broke it. Minor refactoring in HWR_RenderPlayerView and HWR_RenderSkyboxView.
2020-09-23 17:50:47 -07:00
James R
80cd5403c7
Fix splitscreen fov
2020-09-23 17:50:47 -07:00
SteelT
6a168ac5e9
Merge branch 'pictureformats' into 'next'
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PNG conversion refactoring
See merge request STJr/SRB2!675
2020-09-10 15:58:18 -04:00