Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
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
toasterbabe
f59c8d20e5
fix md2 blendcolors for reduced palette
2016-02-11 18:37:53 -05:00
Alam Ed Arias
e4ad95856f
Merge branch 'public_next' into master
2016-02-09 14:49:17 -05:00
Monster Iestyn
5d1c8d2968
My cherry picking somehow lead to these functions being doubled ...whoops
2016-02-09 19:35:04 +00:00
Alam Ed Arias
d09016c808
Merge branch 'public_next' into master
2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980
Merge branch 'master' into next
2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6
Tabbing
2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58
Change a few colours.
2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Monster Iestyn
700c9c2e70
Merge branch 'md2_colourchange' into 'master'
...
Colour Changing MD2s
What it says it is, I haven't touched it in quite a while, but I have checked and it seems to be working.
See merge request !30
2016-02-09 13:03:52 -05:00
Sean Ryder
b7ebb8186d
Fix MD2 interpolation for FF_ANIMATE states
2016-02-09 16:20:18 +00:00
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
Inuyasha
93d1f9920e
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-01-29 16:03:52 -08:00
Inuyasha
e6f0a4be18
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-29 16:01:57 -08:00
Inuyasha
f500986692
use RGB for screen texture, not RGBA
...
the screen texture does not need an alpha channel.
the fact that it had one made OGL copy the topmost pixel of the screen texture's alpha channel.
which, naturally results in the screen becoming partially transparent and letting you see the working texture in the background.
2016-01-29 16:01:05 -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
Alam Ed Arias
3bfc402241
whitespace cleanup
2016-01-21 13:53:21 -05:00
Sean Ryder
7d914913dd
Tabbing
2016-01-20 15:55:32 +00:00
Inuyasha
9ba43e1d01
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-15 02:20:34 -08:00
Alam Ed Arias
1a56d48cd9
Merge branch 'public_next' into master
2016-01-14 12:37:04 -05:00
Monster Iestyn
4a8dd8031e
dispoffset now works in OpenGL
2016-01-13 22:50:15 -08:00
Inuyasha
437b0ac692
Merge branch 'reduced_palette' into 'master'
...
Reduced palette
You guys should know what this is by now. If you don't, you really need to catch up. =P
We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.
See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8
See merge request !13
2016-01-13 21:03:12 -05:00
Inuyasha
dcde68912a
Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors
2016-01-03 19:30:46 -08:00
Inuyasha
1b8a38bd56
Merge branch 'reduced_palette' into 'repeat-monitors'
...
Reduced palette -> repeat monitors
As the graphics use the new palette anyway.
https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
See merge request !15
2016-01-03 00:59:40 -05:00
RedEnchilada
b9b1e2b298
Fix MD2s
2016-01-02 21:53:43 -06:00
Inuyasha
265a607b58
rewrite of monitors to accomodate repeat use monitors.
...
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Monster Iestyn
30ef257050
dispoffset now works in OpenGL
2015-11-23 17:01:10 +00:00
Yukita Mayako
ca7151f1c2
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into reduced_palette
...
Conflicts:
src/dehacked.c
2015-11-09 14:34:26 -05:00
wolfy852
1ed5407821
update stuff
2015-11-07 13:56:21 -06:00
Sryder13
d050a60f36
Change a few colours.
2015-08-03 02:01:56 +01:00
Sryder13
cc3d3a67e6
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2015-07-26 20:14:47 +01:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
...
Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
f0054be951
whitespace fixup
2015-06-18 10:05:51 -04:00
MonsterIestyn
a797e88bb9
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
308a958653
yellow wanted me to push this cus it fixed md2 translucency for her test cases
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
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
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
...
Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
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
MonsterIestyn
d818b7af50
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:23 -06:00