Commit graph

193 commits

Author SHA1 Message Date
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
Digiku
7920dbe4a8 Merge branch 'float_equal' into 'master'
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
# 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
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
# 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'
# 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
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
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
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
(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'
# 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
mazmazz
d53201d45d Use lightlist.extra_colormap double pointers in OpenGL 2018-09-12 16:28:55 -04:00
Monster Iestyn
f6b8206660 Merge branch 'public_next'
# Conflicts:
#	src/hardware/hw_md2.c
2018-07-31 19:41:54 +01:00
Monster Iestyn
5ec9ab373f fix visual studio complaining about negating an unsigned var 2018-07-25 22:19:07 +01:00
Monster Iestyn
1e4e0006cb Merge branch 'opengl-fof-lowerunpegged' into 'master'
OpenGL: FOF walls + Lower unpegged

See merge request STJr/SRB2!258
2018-07-11 16:36:26 -04:00
Monster Iestyn
e3616de7de Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
609cc16b1e Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
Monster Iestyn
837ad5bcb1 Merge branch 'public_flatsprite'
# Conflicts:
#	src/hardware/hw_main.c
#	src/r_things.c
2018-06-11 19:53:16 +01:00
Sryder
ca4da92470 Fix papersprites more for real this time
(Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey)
2018-06-09 22:58:03 +01:00
Monster Iestyn
b2caed8528 Merge branch 'public_flatsprite'
# Conflicts:
#	src/dehacked.c
#	src/hardware/hw_main.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_mobj.c
#	src/p_mobj.h
#	src/p_pspr.h
#	src/p_user.c
#	src/r_defs.h
#	src/r_things.c
#	src/r_things.h
2018-06-09 21:14:41 +01:00
Monster Iestyn
105eee7e0a Merge branch 'public_next'
# Conflicts:
#	src/d_main.c
#	src/d_netfil.c
#	src/p_setup.c
2018-06-09 19:35:36 +01:00
Sryder
41cb51159d Merge branch 'next' into public_flatsprite
I also fix papersprites in regards to flipping on one sprite fits all rotation stuff

# Conflicts:
#	src/hardware/hw_main.c
2018-06-09 18:47:42 +01:00
Monster Iestyn
892bed87d9 Merge branch 'opengl-bigmap-fix' into 'master'
OpenGL: Very large map rendering issue fixed

See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Sryder
51606f675f Very large map rendering issue fixed
Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Sryder
85aff6fa6b Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL 2018-05-16 21:04:57 +01:00
Monster Iestyn
43743722c7 Merge branch 'public_next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
#	src/sdl12/hwsym_sdl.c
#	src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
Sryder
347651ffb1 Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
Sryder
8757f6b933 Warnings must die 2018-03-30 18:53:23 +01:00
Sryder
5981fb5efc Start with lightnum on sector lightlevel 2018-03-30 18:13:52 +01:00
Sryder
d27b10d5eb static tempsec for R_FakeFlat
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
Sryder
fd64227e95 Stop squashing the screen vertically in non-green resolutions 2018-03-22 01:10:53 +00:00
Sryder
59c1488435 OpenGL Sprite Splitting 2018-03-22 00:52:14 +00:00
Sryder
38cdee2532 Transform sprites in world space rather than screen space
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
Sryder
9502d87d86 Some fixes and updates for HWR_SplitWall
Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog

There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
Sryder
5c3f203d91 Translucent floors shouldn't write into the depth buffer 2018-03-15 23:59:01 +00:00
Sryder
0742655892 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Sryder
4114464930 Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
e6dff75aab Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00