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
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"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
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
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
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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
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
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# 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
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# 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
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# 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
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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
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
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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
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
963cbf4671
Merge branch 'next' into md3-vanilla-kart
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# Conflicts:
# src/hardware/r_opengl/r_opengl.c
2019-03-20 19:50:20 -05:00
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'
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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
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
TehRealSalt
4507ee18fd
Merge remote-tracking branch 'srb2public/next' into merge-next
2018-11-29 08:49:50 -05:00
Sryder
fa24e37526
Rotate All MD2s to match their standing slopes
...
Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
2018-11-26 00:17:34 +00:00
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
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