Sally Coolatta
4b29dae036
Fix extra AIMINGTODY
2020-08-10 17:06:12 -04:00
Sally Coolatta
e296e1309a
YAY, round 2
2020-08-09 21:02:56 -04:00
Sally Coolatta
6bf6b16ff7
Merge r_main.c/h
2020-08-08 16:58:48 -04:00
Jaime Passos
a7f3dd7eff
Refactor patch loading
2020-08-08 05:16:47 -03:00
Sal
21dfe49bf8
Merge branch 'antigrav-respawn' into 'master'
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Antigravity fixes, round 2
See merge request KartKrew/Kart!305
2020-07-31 21:55:38 -04:00
Latapostrophe
b62ef5a51d
Kill flipcam again but nothing else associated with it.
2020-07-26 21:15:32 +02:00
Latapostrophe
90cde7379c
Revert "Push flipcam down the nearest staircase"
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This reverts commit 06d70c1f8e .
2020-07-26 20:27:22 +02:00
Hannu Hanhi
470d19727b
Use 64-bit R_PointToAngle in OpenGL culling to fix some big room issues
2020-07-25 21:50:24 +03:00
Latapostrophe
06d70c1f8e
Push flipcam down the nearest staircase
2020-07-24 16:17:07 +02:00
Sally Coolatta
ef2579f2b3
Merge branch 'master' into draw-flags
2020-07-20 13:38:48 -04:00
Jaime Passos
c385eca5d2
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into pictureformats
2020-07-06 19:29:14 -03:00
Sally Coolatta
63917ffccc
The start of the scary 2.2 merge
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All conflicts are left in-tact. We should be collaborating on solving these files one at a time.
2020-05-29 13:43:38 -04:00
Hannu Hanhi
1350b89a06
More render stats for software mode, renamed and relocated some render stats variables
2020-05-02 23:13:53 +03:00
Hannu Hanhi
1a741f8883
Move some render stats variables to better locations, add I_FinishUpdate timing
2020-05-02 23:13:32 +03:00
fickleheart
33a9e5aa83
Merge remote-tracking branch 'upstream/master' into shaders-222
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# Conflicts:
# src/hardware/r_opengl/r_opengl.c
# src/i_video.h
# src/r_main.c
# src/r_main.h
# src/screen.c
# src/sdl/i_video.c
# src/sdl/ogl_sdl.c
# src/w_wad.c
2020-03-14 12:52:15 -05:00
Jaime Passos
81a57d5fac
Merge remote-tracking branch 'origin/next' into pictureformats
2020-03-07 20:43:16 -03:00
Sally Cochenour
18637b9eb2
2.2 shadow port
2020-03-01 22:12:50 -05:00
Steel Titanium
fc042e90f0
Merge branch 'master' into next
2020-02-21 21:01:29 -05:00
James R
2274129f57
Update copyright year to 2020
2020-02-19 14:08:45 -08:00
Jaime Passos
b0ce2e088f
Merge remote-tracking branch 'origin/next' into pictureformats
2020-02-19 02:25:36 -03:00
Jaime Passos
622bf09908
i'm not paying too much attention, am i.
2020-02-08 18:08:56 -03:00
Jaime Passos
fd60b171f6
split r_isviewpointfirstperson
2020-02-08 17:49:27 -03:00
Jaime Passos
fa5957f785
add "third person only" option to gr_shearing.
2020-02-08 17:42:26 -03:00
Jaime Passos
e56273f909
Merge remote-tracking branch 'origin/next' into sal-oglshaderport
2020-02-01 23:02:15 -03:00
fickleheart
62c75c0c81
Merge remote-tracking branch 'upstream/next' into viewroll
2020-01-26 18:01:58 -06:00
Jaime Passos
4a8340cd4a
Fix view aiming / shearing
2020-01-23 19:44:46 -03:00
Louis-Antoine
f07b432df4
Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
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The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Jaime Passos
41840f6375
Merge remote-tracking branch 'origin/next' into pictureformats
2020-01-20 16:53:41 -03:00
fickleheart
54a844a59e
Fix lighting discrepancies between different FOVs
2020-01-18 00:16:18 -06:00
fickleheart
a5976b09ec
Fix sky texture scaling wrong with fov changes
2020-01-17 22:03:16 -06:00
Sally Cochenour
3b18f17f16
Merge branch 'gl-dropshadows' into oglshaderport
2020-01-17 22:29:31 -05:00
Sally Cochenour
60795e5a2f
Merge branch 'next' into gl-dropshadows
2020-01-17 22:19:51 -05:00
fickleheart
186ef1852b
Merge remote-tracking branch 'upstream/next' into viewroll
2020-01-17 18:27:15 -06:00
fickleheart
bc7a271901
Let nerds turn off shadows
2020-01-17 00:20:10 -06:00
Sally Cochenour
d2cff9ec11
??
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did not commit??
2020-01-16 14:56:11 -05:00
Sally Cochenour
6ddb5437a4
OpenGL shadows
2020-01-16 12:37:32 -05:00
fickleheart
6a80bf2629
wip viewroll stuff
2020-01-14 23:29:56 -06:00
James R
4652e87948
Merge branch 'software-fov' into 'master'
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Software FOV
See merge request STJr/SRB2!662
2020-01-10 00:33:24 -05:00
Jaime Passos
96340ac80c
Move texture stuff to its own file
2020-01-07 12:35:10 -03:00
fickleheart
1419ec72d5
Software FOV ported from kart
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also fixes high software FOVs having buggy walls
2019-12-31 11:22:05 -06:00
Jaime Passos
6976b9bf01
Merge remote-tracking branch 'origin/master' into renderswitch
2019-12-10 23:01:10 -03:00
Steel Titanium
a5cdb0a4b3
Update copyright date on source files
2019-12-06 13:49:42 -05:00
toaster
5afa5f12ee
Disable the GL sprite shadows behind a #define.
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Reasoning:
* They're horribly broken (they completely ignore slopes).
* A similar final demo GL-only feature (coronas) has been completely disabled.
* Nobody's going to bugfix them before release because not even the devteam's resident GL users use them.
* They look ugly.
2019-11-17 22:18:46 +00:00
Jaime Passos
398b320aec
initial stuff
2019-09-08 18:27:35 -03:00
TehRealSalt
a6ef3c12b0
Seperate MF2_DONTDRAW and MF2_SHADOW into it's own varied set of flags -- drawflags.
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- Split MF2_DONTDRAW into MFD_DONTDRAWP[1-4], also replaces MFE_DRAWONLYFORP[1-4].
- Split MF2_SHADOW into MFD_FULLBRIGHT and MFD_TRANS80. I also added an entire spectrum of options for transparency & brightness overrides, since I've found myself wishing for stuff like that before.
- Tethering was updated for it's client-sided drawing to apply to splitscreens too.
- Removed cv_transparency.
The transparency overrides don't seem to work yet (obvious on things using MFD_SHADOW), just running out of time to look into it so I'm pushing what I have.
2019-07-17 23:55:39 -04:00
toaster
e27a43f976
Improve rain/weather.
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* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-22 16:50:30 +01:00
Nev3r
ae1e3630f8
Add visplane portal creation functionality and use it to replace the skybox rendering.
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The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
fickleheart
b085355bdd
Move fov cvar out of OGL-specific code
2019-02-23 10:18:20 -06:00
SeventhSentinel
1d58c6b8c2
merge srb2 next
2019-01-05 15:59:23 -05:00
MPC
dd78224528
Large room fix
2018-12-09 19:34:17 -03:00