Commit graph

688 commits

Author SHA1 Message Date
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
# 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
# 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
# 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
# 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
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
Now in a mergable state
2019-04-18 12:20:13 -04:00
toaster
e676cd89ea * Add FF_SEMIBRIGHT.
* 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
# 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'
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
Latapostrophe
654901a4b5 use PLAY as default player MD2 if avaiable. 2019-01-08 18:57:10 +01:00
Arthur
f41951bfb1 Eliminate some old GL functions so we don't slide back into bad habits! 2019-01-07 04:34:16 -05:00
Arthur
2b8f49fd5e Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
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
2019-01-07 04:33:22 -05:00
Arthur
9617e604bb Removed all glBegin/glEnd references
MD2/MD3 now works, with the exception of WAD textures for some odd reason
2019-01-07 04:30:47 -05:00
SeventhSentinel
1d58c6b8c2 merge srb2 next 2019-01-05 15:59:23 -05:00
mazmazz
81352aece1 WIP 20190101 merge
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