toaster
168a7f4768
Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
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This reverts commit c17ec4a77e .
2019-07-03 00:58:02 +01:00
MascaraSnake
c17ec4a77e
Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
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This reverts merge request !239
2019-07-02 23:49:10 +00:00
mazmazz
14df513db6
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla
2019-06-29 17:51:30 -04:00
toaster
dbec3c7e54
Metal Sonic fixes!
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* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster
e27a43f976
Improve rain/weather.
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* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-22 16:50:30 +01:00
toaster
b745b4fe1b
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
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* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
toaster
229cdf0e84
Improve rain/weather.
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* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-18 14:22:10 +01:00
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
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
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
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
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
mazmazz
81352aece1
WIP 20190101 merge
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d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
f7f0c3bbf6
Merge branch 'timedemo-revise' into md3-vanilla
2018-12-29 12:09:32 -05:00
mazmazz
670107ed63
Add framecount increment to HWR_RenderPlayerView
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Analogue to R_RenderPlayerView; used for timedemo FPS reading
2018-12-27 23:05:06 -05:00
Arthur
60afa76c3a
Eliminate some old GL functions so we don't slide back into bad habits!
2018-12-27 22:10:10 -05:00
Arthur
c0fbd2f841
Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
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No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2018-12-27 00:35:29 -05:00
mazmazz
dcc17021b5
Merge tag 'SRB2_release_2.1.23' into md3-vanilla-ssn
2018-12-26 22:55:25 -05:00
Arthur
c696a9c5a2
Removed all glBegin/glEnd references
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MD2/MD3 now works, with the exception of WAD textures for some odd reason
2018-12-23 17:00:11 -05:00
Digiku
7920dbe4a8
Merge branch 'float_equal' into 'master'
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Clear Float equal warnings
See merge request STJr/SRB2!383
2018-12-20 16:58:37 -05:00
mazmazz
7c5e508f40
Change 0.05 to 0.05f
2018-12-18 16:59:59 -05:00
Azeonus
ae590779f9
dispoffset OGL fix [by Azeonus]
2018-12-18 16:50:03 -05:00
Alam Ed Arias
261e1e623c
Clear float equal warnings
2018-12-14 20:34:06 -05:00
Monster Iestyn
24f14fc526
Merge branch 'master' into fof-slope-skew-backport
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# Conflicts:
# src/r_segs.c
2018-11-23 22:40:28 +00:00
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
Alam Ed Arias
45c8920bb1
Clean up warnings
2018-11-14 10:52:16 -05:00
MPC
1fcf3c8863
Render the skies correctly on splitscreen in OpenGL mode
2018-11-10 16:19:41 -03:00
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
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
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
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