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
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
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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
...
# 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
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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
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
Sryder
23b8646cbd
Should hopefully fix the MD2 crash reported
...
I wasn't able to replicate it personally, but this should hopefully avoid it crashing where the RPT given pointed out.
2019-01-21 22:48:57 +00:00
fickleheart
6cb8818a46
Fix clobbering error in MD2 texture code
2019-01-18 20:28:31 -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
8c793216c9
Merge remote-tracking branch 'mazmazz-kart-public-gl/md3-vanilla-kart' into md3-vanilla-kart
2019-01-10 22:15:05 -05:00
mazmazz
aae6eb945d
Merge remote-tracking branch 'kart-public-gl/next' into md3-vanilla-kart
2019-01-10 22:08:37 -05:00
wolfy852
8f1617a4dc
Missed a few spots
2019-01-09 15:53:59 -06:00
wolfy852
6943f59e79
If kmd2.dat isn't found in srb2home, search the game's directory for it
2019-01-09 15:38:37 -06:00
Marco Z
74c57ad447
Kart Public Next merge
2019-01-08 18:43:49 -05:00
Latapostrophe
654901a4b5
use PLAY as default player MD2 if avaiable.
2019-01-08 18:57:10 +01:00
Digiku
bfd6d83a3b
Update hw_md2.c -- Redundant AngleFixed operation when modifying anglef
2019-01-08 11:30:04 -05:00
Digiku
22cf53b8ae
Update hw_md2.c -- player->frameangle fix
2019-01-08 11:22:33 -05:00
mazmazz
b056842deb
Dummy out nextframe lerping (unused in Kart)
2019-01-07 04:38:17 -05:00
mazmazz
157cbe4b23
Fix blinking MD2 models
...
MD2 models are forced to load float frames, so mesh->indices is never loaded, so glDrawElements can't be used. Use glDrawArrays instead.
2019-01-07 04:34:19 -05:00
mazmazz
7f88e13492
Compile fix -- remove (void)alpha from DoScreenWipe
2019-01-07 04:34:17 -05:00
Arthur
f41951bfb1
Eliminate some old GL functions so we don't slide back into bad habits!
2019-01-07 04:34:16 -05:00