Commit graph

193 commits

Author SHA1 Message Date
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe
ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe
5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
Inuyasha
d7aae15a6f Merge branch 'animated-sky' into 'master'
Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
2016-09-29 08:34:12 -04:00
toasterbabe
28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe
c5675c0725 Merge branch 'new_spriteframe_angle' of http://git.magicalgirl.moe/STJr/SRB2.git into public_flatsprite
# Conflicts:
#	src/r_things.c
2016-08-22 22:56:30 +01:00
Alam Ed Arias
074dde5f78 Merge branch 'public_next' into master 2016-08-11 12:59:04 -04:00
toasterbabe
76e658bf1b Minor re-ordering to optimise this branch. 2016-08-07 00:21:16 +01:00
Monster Iestyn
fe5b8c58af Add basic support for animated sky textures 2016-07-31 20:51:39 +01:00
Monster Iestyn
2870e19f7f Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
toasterbabe
333d8c882e Recreating NAMEcLcR sprite angle loading in internal, as Inu requested. 2016-07-19 00:04:00 +01:00
Alam Ed Arias
8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
toasterbabe
41b35a923f Gave the new flag-based system for sprite angles actual flag names instead of relying on magic numbers.
Also, I did a wee smidgen of reorganisation.
2016-06-16 14:20:03 +01:00
toasterbabe
52bf13367f New rotation functionality.
* NAMEcL refers to a frame which is seen for the entirety of an object's left side.
* NAMEcR refers to a name which is seen for the entirety of an object's right side.
* NAMEcLcR does both sides.
* Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5 to 8 OR fill in with a NAMEcR
* Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites.
* Characters were selected for 1) ease of use and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose
2016-06-16 00:59:54 +01:00
Alam Ed Arias
2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
Alam Ed Arias
b9a39f3043 Merge branch 'public_next' into master 2016-06-04 22:36:55 -04:00
Monster Iestyn
4c422f6605 OpenGL: closed door/window detection code now accounts for slopes, just like in software 2016-06-04 18:31:21 +01:00
Alam Ed Arias
c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
Monster Iestyn
c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Monster Iestyn
bf85cc25bd OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews 2016-06-01 18:51:38 +01:00
Alam Ed Arias
e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Alam Ed Arias
20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias
b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn
11c24f5ab6 Merge branch 'next' into gl-slopes
# Conflicts:
#	src/hardware/hw_main.c
2016-04-09 22:12:29 +01:00
Inuyasha
50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d removed/remline ununsed code 2016-03-30 14:05:07 -04:00
Inuyasha
317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha
5a38088623 Well, we don't need "experimental" slopes anymore either
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Alam Ed Arias
0369f39ef4 Merge branch 'master' into gl-slopes 2016-02-22 00:15:26 -05:00
RedEnchilada
bcd05b1c63 Also fixed it for MD2s 2016-02-21 23:04:14 -06:00
RedEnchilada
ce793dfe28 Fix vissprite-related crashing in OGL 2016-02-21 22:50:29 -06:00
Monster Iestyn
f87f1b7b1a Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever) 2016-02-21 11:37:59 -06:00
Inuyasha
e87a86dd67 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:03:02 -08:00
Inuyasha
f17be6641e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:00:28 -08:00
Monster Iestyn
0455b572dc Removed weird test for water planes in HWR_Subsector
It crashes when you try to test it anyway, lol
2016-02-03 17:58:44 -08:00
yellowtd
b3fbc37c94 Midtextures, lights, and culling fixes for ogl slopes
There's a weird issue with lights that's hard to diagnose but otherwise
this is ready to go I think
2016-01-27 20:10:02 -06:00
yellowtd
e6235d4d6b Fix FOF slope rendering in ogl
should work as well as software if not better now
2016-01-27 20:09:52 -06:00
yellowtd
52ae3f2875 GL slope walls and fixed plane culling 2016-01-27 20:09:34 -06:00
yellowtd
24da82f026 Begin work on OGL slope support
unfinished
2016-01-27 20:09:04 -06:00
Monster Iestyn
4a8dd8031e dispoffset now works in OpenGL 2016-01-13 22:50:15 -08:00
Monster Iestyn
30ef257050 dispoffset now works in OpenGL 2015-11-23 17:01:10 +00:00
RedEnchilada
ada9b6a9ea I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
6cff0bba70 Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
af4c2fe391 Some minor cleanup for OpenGL sprite/MD2 code 2015-03-31 18:00:04 -04:00
MonsterIestyn
8232dbca10 *Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
RedEnchilada
a30222d8e6 I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:22 -06:00