Eidolon
a4d304a1f5
Update copyright years to 2025
2025-02-13 15:32:26 -06:00
Sally Coolatta
2f79541507
Shrink lighting improvement
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Make the amount to darken based on how light/dark the area already was. This prevents it from making dark areas pitch black.
2024-05-12 23:34:36 -04:00
bitten2up
cfacbd91be
Fix implicit casts of int expecting 4-byte width
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This fixes the issue with certain compilers that have int set to
different sizes by either explicitly casting or setting templates
manually
2024-05-03 17:53:53 +00:00
Sally Coolatta
7dfa597c7d
SRB2 -> DRRR copyright in src, acs, android folder
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Be consistent with toaster's recent changes to copyright
2024-04-05 02:08:23 -04:00
James R
df0d342e04
Let level darkness be changed per splitscreen, use player_t variables
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Modifies netsave.
- Add darkness_start, darkness_end to player_t
2024-01-05 15:56:24 -08:00
James R
8430489673
Replace darktimer/darkness with g_darkness
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Modifies netsave.
- Instead of setting a timer, set a start time and end
time
- Interpolated darkness value itself doesn't need to be
netsynced
2024-01-05 15:56:24 -08:00
AJ Martinez
680c063e3a
"DARKNESS" mapheader option for Shrink lighting
2023-10-12 21:07:04 -07:00
Lat
baa668895a
Move transfer line dismount hack to linedef type 2005
2023-10-07 12:22:53 +02:00
AJ Martinez
d3316ff614
Shrink growtime 2x, global darkness when using shrink
2023-09-01 20:40:52 -07:00
James R
6c0b042eed
Refactor cvar definitions completely, move everything to cvars.cpp
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- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
2023-08-25 17:22:40 -07:00
James R
03ec537178
Add debugrender_portal command
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- Fills portals with red
- Draws portals over planes and masked
2023-04-02 01:43:32 -07:00
James R
4934263871
Let debugfinishline highlight Respawn Lines too
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- Finish Lines now render with black & yellow instead of
red & white
- Respawn Lines render with red & white
2023-03-26 05:27:58 -07:00
James R
92bf2d0989
Add specialized drawing loop for debugfinishline
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- Cache DBGLINE texture
- Draw this texture at horizon (player's eye level)
- Draw this texture at max brightness
- Do not slope skew this texture
- Use R_DrawColumn_Flat_8 to colorize the this texture
2023-03-26 05:27:58 -07:00
James R
154cc77186
Return quickly from R_AdjustLightLevel if possible
2023-03-06 07:05:42 -08:00
James R
aed9fe996c
Add cv_debugrender_spriteclip, toggle sprite clipping
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This cvar can be used to reveal which sprites are
technically drawn but clipped completely by level
geometry.
2023-03-06 05:34:49 -08:00
James R
53b2922fbb
Add the debugrender_highlight command, highlight specific rendering in flat colors
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Software mode only.
The command is used like this:
debugrender_highlight planes sprites
debugrender_highlight pl spr
debugrender_highlight none
(Abbreviations work.)
Supported rendering to flag:
planes - sector floor/ceiling
fofplanes - FOF top/bottom
fofsides - FOF sides
midtextures - pegged midtexture
walls - sector upper/lower texture, one-sided linedefs
sprites - sprites
sky - skybox
2023-03-06 05:25:36 -08:00
James R
1de5046623
Add cv_debugrender_contrast, adjusts contrast of level geometry
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debugrender_contrast -1.0 to 1.0, default 0.0 (no change).
Higher values add more contrast (darkens the level), lower
values add less (brighten). Does not affect thing drawing.
Software mode only.
Adds r_debug.cpp
2023-03-06 05:04:27 -08:00