Alam Arias
5fd6df3625
Merge pull request #326 from monster-psychic-cat/opengl_splitscreen_sky_fix
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Render the skies correctly on splitscreen in OpenGL mode
2018-11-23 14:48:05 -05:00
Marco Z
c81857c8d8
Merge branch '5ec9ab373f5dccdc377527ecbc9d1a4f331f5d56' into nov20-build-fixes
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# Conflicts:
# src/hardware/hw_main.c
2018-11-20 22:42:20 -05:00
Marco Z
633c28b28a
VC build fixes
2018-11-20 21:54:20 -05:00
Monster Iestyn
eb4eef6104
Merge branch 'public_next'
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# Conflicts:
# src/Makefile.cfg
# src/d_clisrv.c
# src/p_setup.c
# src/r_segs.c
# src/r_things.c
2018-11-20 14:33:10 +00:00
toaster
5fe9cbba3d
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_again
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# Conflicts:
# src/d_clisrv.c
# src/m_misc.c
2018-11-18 18:26:50 +00:00
Alam Ed Arias
45c8920bb1
Clean up warnings
2018-11-14 10:52:16 -05:00
Sryder
9350721d12
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into nextmerge
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# Conflicts:
# src/d_main.c
# src/d_main.h
# src/d_netcmd.c
# src/doomtype.h
# src/hardware/hw_md2.h
# src/p_user.c
# src/r_splats.h
# src/s_sound.c
# src/s_sound.h
# src/screen.c
# src/sdl/i_system.c
2018-11-10 21:14:53 +00:00
MPC
1fcf3c8863
Render the skies correctly on splitscreen in OpenGL mode
2018-11-10 16:19:41 -03:00
toaster
4281f59971
Merge branch 'fof-slope-skew-backport' of https://git.magicalgirl.moe/STJr/SRB2.git
2018-11-10 18:27:13 +00:00
Monster Iestyn
58c8cbf71d
Whoops, this broke my non-NEWCLIP test build
2018-11-10 16:10:25 +00:00
Monster Iestyn
210ea25a1b
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn
ad860e0d01
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00
Monster Iestyn
ee590fb9ae
Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
2018-10-27 19:32:55 +01:00
Monster Iestyn
e32d4ead6a
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2018-10-27 19:31:24 +01:00
Monster Iestyn
ef2b789bfe
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
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Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
toaster
6469956d6a
Final weather stuff.
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* Multiplied rain speed by 3, per Oni's request.
* Disable weather density - force to 1 if weather draw distance, otherwise zero
* Move the ceilingpic check into a more convenient part of the weather spawning loop.
* `drawdist_precip_cons_t` - replaces "Infinite" with "None".
* Disable the lowest normal draw distance (256), given... both kart and srb2 are basically unplayable like that.
* Disable cv_drawdist_nights entirely.
2018-10-14 22:32:34 +01:00
toaster
1142fddc71
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_plus_rain
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# Conflicts:
# src/d_netcmd.c
# src/d_netcmd.h
# src/g_game.c
# src/p_floor.c
# src/p_user.c
# src/r_data.c
# src/r_data.h
# src/v_video.c
2018-10-14 21:52:05 +01:00
Monster Iestyn
6fb3dcb52f
Remove unused sscount variable
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(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2018-10-11 19:59:26 +01:00
Monster Iestyn
4f61e34bd7
Merge branch 'fof-slope-skew-backport'
2018-10-10 14:53:01 +01:00
Monster Iestyn
89d7c55878
Merge branch 'public_next'
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# Conflicts:
# src/Makefile
# src/lua_script.c
# src/p_user.c
# src/sdl/i_system.c
# src/v_video.c
# src/w_wad.c
2018-10-10 14:51:34 +01:00
Sal
2f43e56774
Merge branch 'noclip-cam' into 'master'
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Noclip cam
See merge request KartKrew/Kart!32
2018-10-07 23:15:06 -04:00
toaster
2ad2cbcc0a
Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more!
2018-10-07 15:00:58 +01:00
TehRealSalt
f026615dfe
Don't need thissec
2018-10-06 23:37:27 -04:00
TehRealSalt
d8cf9327a6
OGL support
2018-10-06 19:25:59 -04:00
Monster Iestyn
57f76051bd
Redo OpenGL skewing support, so that it now itself supports the lower unpegged effect for FOFs in OpenGL!
2018-09-28 17:02:02 +01:00
toaster
880037c2e3
Revamp flat alignment to be consistent across all renderer functions except for the software slope renderer, which me and fickle tried our best at but couldn't get to work. (This is a backport of 2.2 code that slightly postdates the improved flat alignment Kart's had for a while.)
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This fixes #11 .
2018-09-27 18:11:43 +01:00
toaster
9ab42d91cb
Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into encore
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# Conflicts:
# src/info.c
# src/m_menu.c
# src/y_inter.c
2018-09-21 20:54:38 +01:00
toaster
1e57004fad
Partially address Sal's review last night by switching to a more sensible default. I'm still unconvinced on the need to make encore mode a seperate knob on the grounds of overcomplexity and "you can't turn map hell off", but hopefully this'll be a shippable state we can come back to later.
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Also, thank you for reminding me, Sryder - disable my very, very limited progress on encore mode in openGL so that stages aren't an unintended hodgepodge of different colourschemes for the objects versus the level environment.
2018-09-21 12:12:17 +01:00
toaster
b87feaeceb
Animated sky backport
2018-09-17 11:21:25 +01:00
mazmazz
d53201d45d
Use lightlist.extra_colormap double pointers in OpenGL
2018-09-12 16:28:55 -04:00
TehRealSalt
2f7563a5b0
Ignore texture on horizon lines when in OGL
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Before: https://cdn.discordapp.com/attachments/300531341957529602/484842910475354124/kart0110.png
After: https://cdn.discordapp.com/attachments/270211093761097728/484841628771680258/kart0109.png
Not a solution, but better than the previous.
2018-08-30 17:53:25 -04:00
toaster
a291659b12
Merge branch 'sonicitems' into encore
2018-08-08 12:04:17 +01:00
toaster
62ae9d5d64
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into sonicitems
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# Conflicts:
# src/f_finale.c
# src/hardware/hw_md2.c
2018-08-07 21:20:27 +01:00
Monster Iestyn
f6b8206660
Merge branch 'public_next'
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# Conflicts:
# src/hardware/hw_md2.c
2018-07-31 19:41:54 +01:00
Monster Iestyn
5ec9ab373f
fix visual studio complaining about negating an unsigned var
2018-07-25 22:19:07 +01:00
toaster
d582a9dd97
Encore mode - a fresh take on mirror mode!
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* Palette remaps.
* Branding.
TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
2018-07-23 23:50:41 +01:00
Monster Iestyn
1e4e0006cb
Merge branch 'opengl-fof-lowerunpegged' into 'master'
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OpenGL: FOF walls + Lower unpegged
See merge request STJr/SRB2!258
2018-07-11 16:36:26 -04:00
TehRealSalt
997c1bebe1
Merge branch 'master' into sonicitems
2018-07-08 17:51:44 -04:00
TehRealSalt
9f08890866
The remaining errors on a GCC 6.3 setup
2018-07-07 16:38:54 -04:00
SeventhSentinel
24a4ee1133
Fixed a bit of redundancy, pointed out by Sryder
2018-06-26 18:04:07 -04:00
SeventhSentinel
aff72749c5
Extend mobj->colorized to work on... well, mobjs
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Previously would only work on players. Now karma items should be easier to spot as intended!
2018-06-26 16:46:47 -04:00
Monster Iestyn
e3616de7de
Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
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Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
609cc16b1e
Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
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Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
Monster Iestyn
837ad5bcb1
Merge branch 'public_flatsprite'
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# Conflicts:
# src/hardware/hw_main.c
# src/r_things.c
2018-06-11 19:53:16 +01:00
TehRealSalt
8c748120b7
MFE_DRAWONLYFORPx stuff ported to OpenGL, and MT_DRIFTDUST respects Boo powers
2018-06-11 02:15:27 -04:00
TehRealSalt
a041efde6c
Merge branch 'master' into sonicitems
2018-06-09 22:50:21 -04:00
Sryder
963c4ae96b
Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:Sryder/SRB2.git
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# Conflicts:
# src/hardware/hw_main.c
2018-06-09 23:43:25 +01:00
Sryder
ca4da92470
Fix papersprites more for real this time
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(Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey)
2018-06-09 22:58:03 +01:00
Sryder
52c41fb550
Fix the issue from the merge
2018-06-09 22:25:00 +01:00
Monster Iestyn
b2caed8528
Merge branch 'public_flatsprite'
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# Conflicts:
# src/dehacked.c
# src/hardware/hw_main.c
# src/p_enemy.c
# src/p_inter.c
# src/p_map.c
# src/p_mobj.c
# src/p_mobj.h
# src/p_pspr.h
# src/p_user.c
# src/r_defs.h
# src/r_things.c
# src/r_things.h
2018-06-09 21:14:41 +01:00