Nev3r
d62268ffd0
Fixed crash regarding opening reallocating. A thousand thanks go for MonsterIestyn for figuring this out.
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I carelessly changed the line's drawsegs to curdrawsegs without researching what that piece of code did.
2019-06-09 20:04:07 +02:00
Nev3r
da09a07e6e
viewx/viewy also need to be stored/restored.
2019-06-06 13:31:48 +02:00
Nev3r
84a52a0f80
Moving away more portal-related global vars to r_portal.
2019-06-03 13:33:12 +02:00
Monster Iestyn
055aeddb6f
Merge branch 'public_next'
2019-05-03 16:42:42 +01:00
Monster Iestyn
5cd8ff01ba
add parentheses around these conditions to fix sloped lights cutting out lights on FOF walls for apparently no reason
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not making a merge request because this is so laughably stupidly simple
2019-05-03 16:38:59 +01:00
Monster Iestyn
257f31c1ba
Merge branch 'public_next'
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# Conflicts:
# src/doomstat.h
# src/g_game.c
2019-03-28 14:19:02 +00:00
Monster Iestyn
fa3349a117
R_RenderThickSideRange: clamp lights that fail overflow test, rather than skipping them.
2019-03-25 18:54:47 +00:00
Nev3r
582aeee5e4
Make FOFs extend to infinity when in contact with a horizon line.
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Make FOFs extend to infinity when in contact with a horizon line.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-03-07 19:01:02 +01:00
Monster Iestyn
974e3aa4f2
Merge branch 'public_next'
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# Conflicts:
# src/d_main.c
# src/dehacked.c
# src/m_menu.c
# src/m_menu.h
2019-02-27 22:36:01 +00:00
fickleheart
81c73032e4
Fix rendering gaps on polys with upper/lower textures
2019-01-12 20:15:58 -05:00
mazmazz
81352aece1
WIP 20190101 merge
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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
mazmazz
818438d5d0
Merge remote-tracking branch 'public-gl/master' into 2122-version
2018-12-25 00:19:45 -05:00
mazmazz
a7ac8179f5
Revert "Merge branch 'side-discolor-fix' into 'master'"
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This reverts commit f81144d7b1 , reversing
changes made to c24d860eea .
2018-12-24 20:58:26 -05:00
Alam Ed Arias
fa5ff9c0cf
Merge branch 'master' into next
2018-12-24 20:15:45 -05:00
Jimita
23b27f5566
cleanup
2018-12-24 17:21:33 -05:00
Jimita
70ce880248
Update r_segs.c
2018-12-20 16:15:19 -03:00
Jimita
b8b2fbb816
Merge branch 'next' into sw_largeroomfix
2018-12-20 16:56:05 -02:00
MPC
9372baf427
Software plane fixes
2018-12-14 14:08:25 -03:00
MPC
dd78224528
Large room fix
2018-12-09 19:34:17 -03:00
Monster Iestyn
3750e41347
Merge branch 'fof-slope-skew-backport' into 'master'
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FOF wall slope skewing backport
See merge request STJr/SRB2!341
2018-11-26 08:54:29 -05:00
mazmazz
c91b2b4456
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
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
Monster Iestyn
eb4eef6104
Merge branch 'public_next'
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# 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
Monster Iestyn
22835af9e1
Merge branch 'fof-wall-rendering-fixes-and-cleanup' into 'master'
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FOF wall rendering fixes and cleanup
See merge request STJr/SRB2!317
2018-11-20 08:54:09 -05:00
Monster Iestyn
8da74cb193
Fix the nonsense going on here regarding dc_colormap, this makes FOF walls appear strange if they were for a fog block with colormap adjacent to a normal sector with a colormap and no FOFs.
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...that was a mouthful
2018-11-19 22:12:26 +00:00
Monster Iestyn
2eb8613937
Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
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Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn
21d733a18f
Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
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Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Monster Iestyn
fc90876a0e
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
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...that was a mouthful
2018-10-11 17:05:13 +01:00
mazmazz
f06e0a6569
Make lightlists react to control sector colormap changes (double pointer)
2018-09-12 16:06:56 -04:00
Nev3r
effd0ebe97
Merge branch 'horizon-line-hom-fix' into 'master'
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Horizon line HOM fix
See merge request STJr/SRB2Internal!152
2018-08-12 03:48:20 -04:00
Monster Iestyn
dce1e1a103
Backport Kart Krew's fix for the 1px HOM with horizon lines
2018-07-08 22:30:37 +01:00
Monster Iestyn
b6835e8579
change fickle's hack so that the bottoms of polyobj plane columns are set to 0 instead of 65535 when not intended to be visible
2018-05-25 20:54:50 +01:00
Monster Iestyn
5533c97c69
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
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Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Monster Iestyn
e95987f4ae
Added proper support for upside-down thok barriers, in both renderers
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Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
7f7b459f69
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
2018-02-03 18:30:49 +00:00
Monster Iestyn
d6427c4148
some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
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(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn
26578a8952
More sky fixes for software:
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* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn
31e27eae0e
probably best if we did this instead actually
2018-01-08 14:29:47 +00:00
Monster Iestyn
a2c45dbc71
If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights
2018-01-08 14:29:39 +00:00
Monster Iestyn
d05fed7173
Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
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Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2018-01-08 14:29:30 +00:00
Monster Iestyn
731ee115a3
Merge branch 'public_next'
2017-03-13 18:25:26 +00:00
Monster Iestyn
72bd3e28ed
Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
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Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn
3212ee0b0f
Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
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This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
Monster Iestyn
12ae6bb22a
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
6ca806a8c0
Fix FOF lighting being stupid with repeating midtextures.
2016-12-31 20:44:16 +00:00
Monster Iestyn
8e56582728
Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode
2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04
Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code)
2016-12-16 21:38:53 +00:00
Monster Iestyn
68c8b8a68a
Merge branch 'multipatchtex-translucent-cyanpixel-fix' into 'master'
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Multi-patch texture support for transparency AND translucency
Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency
See merge request !56
2016-12-12 14:29:44 -05:00
Monster Iestyn
410b55ebcd
Work on FLIPX/FLIPX support:
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*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn
2941521806
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
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...that was a mouthful
2016-11-16 18:43:25 +00:00