Nev3r
ae1e3630f8
Add visplane portal creation functionality and use it to replace the skybox rendering.
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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
Jaime Passos
666d20c9e3
Hardware renderer: Fix polyobjects
2019-05-26 18:16:13 -03:00
Jaime Passos
5e19cacb39
Minor fixes
2019-05-26 16:22:33 -03:00
Jaime Passos
83bef14a5a
Fix warnings
2019-05-21 11:03:53 -03:00
Jaime Passos
775b64f540
Support for patches and textures to be used in place of sector flats
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Still a work in progress.
2019-05-21 00:28:52 -03:00
Jaime Passos
47ae715962
Hardware mode y-shearing matches software mode mouselook
2019-05-17 17:49:04 -03:00
Jaime Passos
33285f7007
dude how do I co-author in Git?
2019-05-17 13:18:33 -03:00
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
TehRealSalt
5c3cac52e6
Merge branch 'master' into rings
2019-05-12 15:28:15 -04:00
wolfy852
9ac41cca73
Merge remote-tracking branch 'remotes/pub/next' into v1
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# Conflicts:
# src/d_netcmd.c
# src/r_main.c
# src/v_video.c
2019-05-12 03:40:02 -05:00
mazmazz
a542999563
Merge remote-tracking branch 'public-gl/md3-vanilla' into md3-vanilla
2019-05-08 17:59:49 -04:00
mazmazz
dc14318f02
Merge remote-tracking branch 'public-gl/master' into md3-vanilla
2019-05-08 17:56:05 -04:00
TehRealSalt
3d129ad4ca
Merge branch 'v1' into rings
2019-05-06 23:54:20 -04:00
wolfy852
2222738e1c
Merge remote-tracking branch 'remotes/srb2pub/public_flatsprite' into next
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# Conflicts:
# src/d_netcmd.c
# src/doomdef.h
# src/doomstat.h
# src/f_finale.c
# src/g_game.c
# src/hu_stuff.c
# src/m_menu.c
# src/p_spec.c
# src/p_user.c
# src/r_main.c
# src/r_things.c
# src/s_sound.c
# src/v_video.c
# src/y_inter.c
2019-05-06 22:40:12 -05:00
TehRealSalt
f48a08cd53
Merge v1
2019-05-06 21:23:29 -04:00
wolfy852
f808072937
Merge remote-tracking branch 'remotes/pub/next' into v1
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# Conflicts:
# src/hardware/hw_main.c
# src/hardware/hw_main.h
# src/m_menu.c
# src/r_main.c
# src/v_video.c
2019-05-06 14:26:09 -05:00
Sryder
70ff9be419
No sprite billboarding on papersprites
2019-05-06 20:24:26 +01:00
Sryder
7792b48ea3
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
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# Conflicts:
# src/p_user.c
2019-05-06 20:20:57 +01:00
Sryder
64fb7f90f0
Add a cvar for sprite billboarding, off by default.
2019-05-06 16:57:32 +01:00
Steel Titanium
98c5a2c0f5
Generic model terminology
2019-05-02 22:55:45 -04:00
TehRealSalt
8f4d93995b
Merge v1
2019-05-02 17:51:54 -04:00
TehRealSalt
f1f664e9b1
Merge v1
2019-05-02 01:36:19 -04:00
Jaime Passos
2a3e885b9a
01052019
2019-05-01 19:37:42 -03:00
Sryder
913d5dd595
OpenGL sprite billboarding
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Should work on both normal and precipitation sprites.
Sprites that are split by lighting should work correctly.
2019-05-01 20:15:00 +01:00
Latapostrophe
dab5469b4a
Terminology changes
2019-04-23 23:49:46 +02:00
Latapostrophe
60428fbc29
Add option to turn off the PLAY default md2
2019-04-22 11:29:44 +02:00
toaster
0e3b95873f
Missed a spot. Turns out this probably needed a minor refactoring, too.
2019-04-19 17:55:36 +01:00
toaster
f269097180
Don't adjust lightlevel EVERY splitsprite loop, only the ones where lightlevel is modified.
2019-04-19 17:46:42 +01:00
TehRealSalt
a3d2b48329
Fix up more stuff
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Now in a mergable state
2019-04-18 12:20:13 -04:00
toaster
e676cd89ea
* Add FF_SEMIBRIGHT.
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* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.
2019-04-17 18:46:35 +01:00
Jaime Passos
0ff96207c7
More Softwarification
2019-04-14 19:08:59 -03:00
Jaime Passos
e049e122de
fix skyboxes AGAIN
2019-04-13 18:47:09 -03:00
Jaime Passos
b5a579f254
cleanup?
2019-04-12 16:35:28 -03:00
wolfy852
aec9e721dc
Generic model terminology
2019-04-12 00:35:35 -05:00
Jaime Passos
7abd0185a8
Remove dup_ variables
2019-04-07 14:27:52 -03:00
Jaime Passos
19dc9c103e
fix fog
2019-04-07 01:25:55 -03:00
Jaime Passos
4548b4bb13
The player should be able to toggle shaders
2019-04-07 00:09:53 -03:00
Jaime Passos
fbc3e27592
stuff
2019-04-06 23:33:34 -03:00
Jaime Passos
76fa343ea1
fix postprocessor
2019-03-21 18:33:03 -03:00
wolfy852
963cbf4671
Merge branch 'next' into md3-vanilla-kart
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# Conflicts:
# src/hardware/r_opengl/r_opengl.c
2019-03-20 19:50:20 -05:00
Jaime Passos
dbd7a71fb3
add SHADERS comment support
2019-03-19 18:52:41 -03:00
Jaime Passos
3a34a13118
PK3 support
2019-03-19 18:25:55 -03:00
Jaime Passos
843498ef4a
Improve custom shader support
2019-03-19 17:37:04 -03:00
Jaime Passos
cfc5bd4ac7
custom shader support
2019-03-18 23:03:29 -03:00
Jaime Passos
6dd5037ef1
add vertex shaders
2019-03-18 19:17:47 -03:00
Jaime Passos
fd5fb73671
gl4
2019-03-17 22:27:50 -03:00
fickleheart
b085355bdd
Move fov cvar out of OGL-specific code
2019-02-23 10:18:20 -06:00
Sal
a17824ac76
Merge branch 'default-md2' into 'next'
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Default model for players
See merge request KartKrew/Kart-Public!27
2019-01-15 03:42:19 -05:00
mazmazz
aae6eb945d
Merge remote-tracking branch 'kart-public-gl/next' into md3-vanilla-kart
2019-01-10 22:08:37 -05:00