Commit graph

688 commits

Author SHA1 Message Date
toaster
a149fa9db9 GL now loads in netgames and doesn't memory leak
What is broken:
* Encore mode remapping in GL only
* Seizure effect in Daytona (NOT IVO SAFE)
* God knows what else has been waiting in the wings
2021-12-09 20:57:15 +00:00
SteelT
d0caa79414 Merge branch 'snapify-hitlag' into 'master'
Snapify Hitlag 2

See merge request KartKrew/Kart!461
2021-12-08 01:53:28 +00:00
Sally Coolatta
83444ce5d5 Interpolate angle & nametags 2021-12-01 16:50:17 -05:00
Sally Coolatta
7238a1be83 Interpolate camera roll, fix skybox in opengl 2021-12-01 10:53:15 -05:00
Sally Coolatta
4a8222d397 Just set default renderdelta when paused
Supports multiple pause types too
2021-11-30 14:28:27 -05:00
Sally Coolatta
5fea80c61b Apply interp to models, apply sprite world offsets properly 2021-11-29 08:46:56 -05:00
Sally Coolatta
f16b567319 Menu interpolation (renderdeltatics)
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Co-Authored-By: Eidolon <furyhunter600@gmail.com>
2021-11-29 07:23:04 -05:00
Sally Coolatta
5325431450 Fix crash on level load 2021-11-29 07:15:02 -05:00
Eidolon
1550210188 Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2021-11-29 06:43:46 -05:00
James R
2cab15c7a3 Automatically apply additive to tripwires 2021-11-28 16:34:46 -08:00
Sally Coolatta
0974d6d1f4 Reduced hitlag jitter
Makes a little easier to parse. I might have gone overboard but I really wanted to test my hunch if Ivo's issue was mostly the fact it jitters so hard :V
2021-11-28 00:08:50 -05:00
Sally Coolatta
cb5ea8b335 Add basic damage hitlag effects
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
2021-11-27 13:38:45 -05:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
James R
0642e2206e Rotate sprite correctly in reverse gravity 2021-04-06 16:25:25 -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
toaster
690244825b * Fixed blending in OpenGL.
* Caught a UDMF-only crash for Software (where linedef alpha is low but nonzero).
2021-04-03 19:29:06 +01:00
toaster
ebe38ff518 * Add a blend field to FOFs.
* Set via a fourth digit in the upper midtexture for transparent FOFs
        * For example - #2551 is additive solid, #1282 is subtractive half...
    * The original method of setting the upper midtexture to #900 or 901 still works, since I'm not out to break existing maps.
* Software: Remove the horrible `else if` ladder for FOF translucency. Algorithms, baby!
* OpenGL: Move to using `HWR_GetBlendModeFlag` in more places, for more long-term extensible support for multiple blendmodes.
2021-04-01 23:45:21 +01:00
toaster
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
Jaime Ita Passos
06bad96b03 Fix a few renderflags oversights in OpenGL 2021-03-02 02:27:14 -03:00
Sally Coolatta
a93acd1958 Make it through OGL 2021-03-01 01:48:31 -05:00
Sally Coolatta
9d7ec0ab8f Merge SRB2 next
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
4052e01f4a Introduce a sequence of macros to reduce the reliance of Colormap-related code (especially but not limited to Encore mode) on magic numbers. 2021-02-16 14:34:00 +00:00
toaster
8a4542a5ef Reintroduce the mirroring aspect of Encore in OpenGL. I'm not familiar enough with the renderer to recreate the rest of the changes at current, but this is the most significant regression. 2021-02-15 12:26:22 +00:00
James R
0292464611 Let sector flags control plane ripple effect 2021-01-12 22:16:55 -08:00
James R
ef3102e75a Merge branch 'gl-colormap-update' into 'next'
Fix animated skincolors in OpenGL (resolves #187, #247, #301, #370)

Closes #187, #247, #301, and #370

See merge request STJr/SRB2!1301
2020-12-15 20:50:45 -05:00
James R
2e649de64f Merge branch 'high-resolution-timer-2' into next 2020-12-10 02:55:02 -08:00
Jaime Ita Passos
f928709fa5 Fix animated skincolors in OpenGL 2020-12-06 20:17:14 -03:00
Jaime Ita Passos
490758eac2 Remove SHORT macros for referencing patch width/height/offsets 2020-11-22 20:02:47 -03:00
Jaime Ita Passos
82b11c224a Improve GPU texture management. 2020-11-22 18:18:26 -03:00
Jaime Ita Passos
be274a4fa9 Merge branch 'next' into spritestuff2 2020-11-19 00:52:43 -03:00
Sal
b2eb64ac09 Merge branch 'roll-and-tilt' into 'master'
Roll & pitch replace modeltilt

See merge request KartKrew/Kart!326
2020-11-17 20:03:48 -05:00
James R
e1a8a393a3 Merge branch 'udmf-multitag' into 'next'
UDMF: Multitag support

See merge request STJr/SRB2!1097
2020-11-14 19:18:14 -05:00
James R
3a57e8eca5 Don't use drawflags for drawing precipitation in opengl
drawflags does not exist in precipmobj_t
2020-11-13 00:51:13 -08:00
James R
630dd8acb0 OpenGL: don't access field that doesn't exist in precipmobj_t 2020-11-13 00:46:03 -08:00
Sally Coolatta
da59009ba1 More extreme hitlag vibration 2020-11-10 23:12:17 -05:00
Nev3r
f94d9825b4 Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2 into udmf-multitag 2020-11-10 11:46:53 +01:00
James R
e0a799c1ed Merge branch 'allowshaders' into 'next'
Let the server or an admin toggle clients' custom shaders

See merge request STJr/SRB2!1181
2020-11-08 21:09:56 -05:00
Jaime Passos
72e338a164 rename 2020-11-08 23:02:05 -03:00
Sally Coolatta
470e399abe Merge master, add support for hitlag jitter in OpenGL 2020-11-08 01:56:27 -05:00
James R
27fbf77922 Huge perfstats refactor
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
Sally Coolatta
fed0ed98de Add R_SpriteRotationAngle function
Gets the rotation angle for the mobj's sprite. Meant for pitch & roll later, but that part is if'd out currently and just returns mobj->rollangle
2020-10-30 15:54:58 -04:00
Sally Coolatta
875493d778 Remove the need for setting rotation axis in spriteinfo for models
Now it just does it like Software
2020-10-30 02:15:49 -04:00
Sal
8b20a94202 Merge branch 'additive-transmap' into 'master'
Additive and Subtractive Translation Maps

See merge request KartKrew/Kart!323
2020-10-28 15:50:22 -04:00
Jaime Passos
d2c000b252 Implement an "ignore colormaps" sprite rendering flag 2020-10-27 19:54:50 -03:00
Jaime Passos
ab3f4960cb Bug fixes 2020-10-27 17:02:35 -03:00
Nev3r
df6a903592 Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2 into udmf-multitag
# Conflicts:
#	src/lua_baselib.c
#	src/lua_maplib.c
2020-10-27 20:48:25 +01:00
Jaime Passos
cdc4a6d86e Implement blend modes 2020-10-27 00:03:41 -03:00
James R
2ae394b8e3 Fix opengl splitscreen 2020-10-26 19:51:42 -07:00
Sryder
11386e12ba Keep NUMTRANSMAPS what it was, instead add NUMEFFECTMAPS to end of enum
Should have easier merging and be less likely to break current effects.
2020-10-26 11:18:53 +00:00