TehRealSalt
ee60e6d76c
Minor touchup to colorization code
2019-05-26 07:44:40 -04:00
TehRealSalt
179bb2bd8b
Update colorize blending
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Didn't notice for a moment that it was back to 2.0-style rainbow blending -- this is horrible but it keeps the brightness of the textures in-tact
2019-05-26 06:22:14 -04:00
TehRealSalt
dca1a05a7f
Gradient skincolors for MD2 blend textures
2019-05-26 03:41:18 -04:00
Steel Titanium
2e8aae5d6a
Merge branch 'next' into jimita-flashpals-on-screenshots
2019-05-25 19:37:17 -04:00
Monster Iestyn
36415b0050
Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both
2019-05-23 21:51:58 +01:00
Monster Iestyn
a2e0c1998a
Update hw_light.c
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(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Jaime Passos
83bef14a5a
Fix warnings
2019-05-21 11:03:53 -03:00
Jaime Passos
7ffb6bb09b
HOLD UP
2019-05-21 09:50:39 -03:00
Jaime Passos
775b64f540
Support for patches and textures to be used in place of sector flats
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Still a work in progress.
2019-05-21 00:28:52 -03:00
Jaime Passos
47ae715962
Hardware mode y-shearing matches software mode mouselook
2019-05-17 17:49:04 -03:00
Monster Iestyn
dc5d13da46
Merge branch 'steelt-acz-things-hardcode' into 'master'
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Hardcode some ACZ things
See merge request STJr/SRB2Internal!220
2019-05-17 12:22:21 -04:00
Jaime Passos
33285f7007
dude how do I co-author in Git?
2019-05-17 13:18:33 -03:00
Monster Iestyn
5e87ab4fa7
Merge branch 'public_flatsprite'
2019-05-16 16:00:24 +01:00
Monster Iestyn
04a8c9a283
Merge branch 'public_next'
2019-05-16 15:58:17 +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
Steel Titanium
ed6bd64014
Hardcode some ACZ things
2019-05-11 22:56:23 -04:00
mazmazz
a542999563
Merge remote-tracking branch 'public-gl/md3-vanilla' into md3-vanilla
2019-05-08 17:59:49 -04:00
mazmazz
dc14318f02
Merge remote-tracking branch 'public-gl/master' into md3-vanilla
2019-05-08 17:56:05 -04:00
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
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# 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
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# 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
Steel Titanium
98c5a2c0f5
Generic model terminology
2019-05-02 22:55:45 -04:00
mazmazz
6a21ff5147
Merge remote-tracking branch 'public-gl/md3-vanilla' into md3-vanilla
2019-05-02 17:56:49 -04:00
Jaime Passos
1379cfafc1
Unbind VBO from model during mid-frame
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https://git.magicalgirl.moe/STJr/SRB2/merge_requests/397?commit_id=79fed1e954ce77fabb2f09573e2fcd00d6326cef#note_11536
2019-05-02 17:56:06 -04:00
TehRealSalt
8f4d93995b
Merge v1
2019-05-02 17:51:54 -04:00
mazmazz
b7f5aeec69
Merge remote-tracking branch 'public-gl/md3-vanilla' into md3-vanilla
2019-05-02 17:50:38 -04:00
Jaime Passos
efadbc84af
Unbind VBO from model during mid-frame
2019-05-02 17:49:10 -04:00
TehRealSalt
f1f664e9b1
Merge v1
2019-05-02 01:36:19 -04:00
Jaime Passos
2a3e885b9a
01052019
2019-05-01 19:37:42 -03:00
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
Jaime Passos
c0c0576151
Match Kart-Public's next since it got merged anyway
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and fix something else
2019-04-30 20:59:32 -03:00
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
Nev3r
09ff071656
Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
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Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:39:57 +02:00
Nev3r
345984a396
Fix mobj list iteration oversights.
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Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 12:58:22 +02:00
Nev3r
baeda5060c
Basic multiple thinker list implementation
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Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 22:39:22 +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
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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
Jaime Passos
0ff96207c7
More Softwarification
2019-04-14 19:08:59 -03:00
Jaime Passos
e049e122de
fix skyboxes AGAIN
2019-04-13 18:47:09 -03:00
Jaime Passos
b5a579f254
cleanup?
2019-04-12 16:35:28 -03:00