Commit graph

446 commits

Author SHA1 Message Date
Sally Cochenour
7174b707a1 Draw distance uses object scale 2020-03-08 00:39:21 -05:00
Sally Cochenour
76188e89fb Fullbright boosters
We no longer have to maintain this standard manually. I actually suggest making booster sectors use the lightlevel of their surrounding sectors so that only the booster itself glows.

(OGL support is commented out, since it conflicts with sal-lighting and should probably be done there)
2020-03-06 12:54:54 -05:00
James R
253ab49c07 Merge remote-tracking branch 'origin/master' into 22shadows 2020-03-05 21:36:58 -08:00
Sally Cochenour
18637b9eb2 2.2 shadow port 2020-03-01 22:12:50 -05:00
TehRealSalt
80bb59031c Blizzard weather option + much more sane workflow for adding new precipitation options
"precipprops" lets you create a new precipitation type by picking a mobj type to use, how many random states it has, and flags for effects such as thunder/lightning. Seesound on the mobj type sets an ambient sound (like rain drops) and mass sets the sound's frequency in tics. This could open up the possibility for SOC/Lua Weather options later.
2019-11-14 04:26:41 -05:00
Sal
39115db560 Merge branch 'sky-improvements' into 'master'
Sky improvements

See merge request KartKrew/Kart!174
2019-09-27 03:06:51 -04:00
Sal
921409224c Merge branch 'model-gradients' into 'master'
Model gradients + model tilt adjustments

See merge request KartKrew/Kart!157
2019-09-25 21:53:21 -04:00
TehRealSalt
9e17484c7f OGL flipped skies 2019-09-18 21:22:50 -04:00
James R
374af9a322 Merge remote-tracking branch 'pub/master' into public-master 2019-07-17 12:33:20 -07:00
TehRealSalt
407157496a Fix colors looking washed-out on models 2019-07-16 16:03:31 -04:00
Sryder
6a53837d2c Update Skywall handling
I've tried to make this so it almost never under-compensates, and over-compensates very little where possible.
I don't think it's 1:1 to software's current behaviour, and probably never will be due to software being very strange.
2019-06-26 23:17:45 +01:00
Sryder
913225dd2a checkforemptylines can be static 2019-06-24 20:50:37 +01:00
Sryder
06592383a0 Match CheckClip to software's clipping check in R_AddLine
Has the added benefit of fixing noclip camera for opengl
Unfortunately SkyWalls are kinda broken with this. I'll be looking into them shortly.
2019-06-24 20:21:30 +01:00
Sryder
636724aeb6 Stop OpenGL having infinite precipitation draw distance 2019-06-19 20:05:20 +01:00
TehRealSalt
9a24f65cb8 Merge branch 'master' into model-gradients 2019-05-30 02:00:06 -04:00
TehRealSalt
c6a0a41d1a Model tilts
- Add modeltilt variable, for more manual control of the model tilting. By default this just copies standingslope, but doesn't get cleared in the air.
- Shadows & trailing bananas now tilt to match the ground they are on.
- Rocket Sneakers & afterimages now tilt to match the player's current orientation.
2019-05-28 17:21:22 -04:00
TehRealSalt
e1d73d0e35 Tiny optimization 2019-05-26 15:20:16 -04:00
TehRealSalt
ee60e6d76c Minor touchup to colorization code 2019-05-26 07:44:40 -04:00
TehRealSalt
179bb2bd8b Update colorize blending
Didn't notice for a moment that it was back to 2.0-style rainbow blending -- this is horrible but it keeps the brightness of the textures in-tact
2019-05-26 06:22:14 -04:00
TehRealSalt
dca1a05a7f Gradient skincolors for MD2 blend textures 2019-05-26 03:41:18 -04:00
TehRealSalt
bb6fe9fc54 Merge branch 'master' into rings 2019-05-14 22:26:22 -04:00
TehRealSalt
dc41fe3d8d Port over only the relevant changes from the reduced-palette branch, update some of the Kart-specific stuff 2019-05-12 17:19:49 -04:00
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
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
TehRealSalt
8f4d93995b Merge v1 2019-05-02 17:51:54 -04:00
TehRealSalt
f1f664e9b1 Merge v1 2019-05-02 01:36:19 -04:00
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
wolfy852
aec9e721dc Generic model terminology 2019-04-12 00:35:35 -05:00
wolfy852
9518939a9d Fix Visual Studio compiling 2019-03-21 00:32:27 -05:00
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
Alam Arias
06cd65cc72 Merge branch 'master' into next 2019-03-11 10:01:57 -04:00
Alam Arias
ed0df9966d Fix compiling with VS 2019-03-11 09:58:37 -04:00
James R
e55a778a81 Merge remote-tracking branch 'origin/next' into longdouble 2019-03-04 18:51:11 -08:00
Alam Arias
aaccb4edff fixed compiling for MSVC 2017 2019-03-04 16:33:06 -05:00
James R
ca861ba0c5 Use long double suffix 2019-03-02 15:56:44 -08:00
fickleheart
0d32f71d05 Change OGL splitscreen hack to match software behavior 2019-02-24 12:26:46 -06:00
fickleheart
b085355bdd Move fov cvar out of OGL-specific code 2019-02-23 10:18:20 -06:00