Monster Iestyn
e95696c94b
Merge branch 'public_next'
2019-06-21 22:13:39 +01:00
Monster Iestyn
cfa13f3fe4
Merge branch 'master' into next
2019-06-21 22:10:32 +01:00
Monster Iestyn
f079942290
Merge branch 'stand(alone)-lump-comedy' into 'master'
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Stand(alone) lump comedy
See merge request STJr/SRB2!499
2019-06-21 17:06:23 -04:00
Monster Iestyn
c5a993b9b5
Merge branch 'fof-slopes-level-load-fix' into 'next'
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FOF slopes level load fix
See merge request STJr/SRB2!498
2019-06-21 17:05:54 -04:00
Steel Titanium
8839b4ce8c
Merge branch 'public-notpublic-libopenmpt' into 'master'
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libopenmpt support
See merge request STJr/SRB2Internal!229
2019-06-21 17:03:53 -04:00
Monster Iestyn
f31db6f0d4
Fix the clearly accidental duplication of lumpinfo's memory allocation in ResGetLumpsStandalone
2019-06-20 13:24:54 +01:00
Monster Iestyn
d1901a2030
fix type mismatch by typecasting
2019-06-17 20:54:06 +01:00
Monster Iestyn
4b5457ea74
Part 2 of fix, make sure copied slopes also pass on hasslope status to attached target sectors for FOFs
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Also fix whitespace to use tab-style spaces instead of regular spaces, ew
2019-06-17 19:00:04 +01:00
Monster Iestyn
6dd39fa83b
Fix FOF slopes briefly glitching on level load in software mode, by ensuring the FOFs' target sectors have hasslope set on creation
2019-06-17 18:46:51 +01:00
Nev3r
fce498418c
Merge branch 'portals2' into 'master'
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Portal-based skybox rendering replacement for the software renderer
See merge request STJr/SRB2Internal!226
2019-06-16 04:08:00 -04:00
Monster Iestyn
6bc4d5a086
Merge branch 'apng-opengl' into 'master'
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opengl apng fix
See merge request STJr/SRB2!497
2019-06-14 13:29:13 -04:00
Jaime Passos
cf7b9ccff4
Update m_misc.c
2019-06-14 14:13:41 -03:00
Steel Titanium
b32519a9f2
Update readme.md
2019-06-11 19:11:42 -04:00
Steel Titanium
8e5593c207
Merge branch 'public-musicplus-libopenmpt' of https://git.magicalgirl.moe/STJr/SRB2 into public_libopenmpt
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# Conflicts:
# .travis.yml
# src/m_menu.c
# src/sdl/Srb2SDL-vc10.vcxproj
# src/sdl/Srb2SDL.props
2019-06-11 17:48:00 -04:00
Nev3r
0c3f273745
Properly take skybox viewpoint angle into account.
2019-06-11 14:47:58 +02:00
Nev3r
b0eef242e0
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2
2019-06-10 18:14:03 +02:00
Nev3r
52618bf895
Fix 1 extra column rendering on portal-clipped vissprites.
2019-06-10 17:59:12 +02:00
Nev3r
c5c4744652
Remove remnants of portalcullsector.
2019-06-10 17:13:04 +02:00
Nev3r
b7e2b5612c
Made Portal_Add static; move ffloors clip reset from R_RenderPlayerView to r_plane.
2019-06-09 22:48:54 +02:00
Monster Iestyn
67392baae0
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/hardware/hw_draw.c
# src/m_misc.c
# src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
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
Steel Titanium
605e32004a
Merge branch '2.1.24-prep' into 'next'
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Update version to 2.1.24
See merge request STJr/SRB2!495
2019-06-08 17:08:34 -04:00
Monster Iestyn
c21b9e632a
Merge branch 'next' into 2.1.24-prep
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# Conflicts:
# debian-template/control
# debian/changelog
2019-06-07 23:18:31 +01:00
Alam Ed Arias
cd1c87ea71
Merge branch 'master' into next
2019-06-07 18:07:32 -04:00
Alam Ed Arias
d5c1fe6467
Merge branch 'gme-msvc' into 'master'
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Add GME to MSVC 10 solution
See merge request STJr/SRB2!448
2019-06-07 18:06:51 -04:00
Steel Titanium
593fcae69a
Merge branch 'next' into 2.1.24-prep
2019-06-07 18:02:09 -04:00
Alam Ed Arias
0c352b856d
Merge branch 'travis-deployer' into 'master'
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Deploy OS X and Debian packages from Travis-CI
See merge request STJr/SRB2!449
2019-06-07 17:57:29 -04:00
Steel Titanium
8d5207975d
Merge branch 'master' into travis-deployer
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# Conflicts:
# .travis.yml
2019-06-07 16:56:19 -04:00
Steel Titanium
6c4253a680
Merge branch 'jimita-flashpals-on-screenshots' into 'next'
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Flashpals on screenshots
See merge request STJr/SRB2!492
2019-06-07 16:37:59 -04:00
Steel Titanium
9a6330ca4d
Merge branch 'more-limits' into 2.1.24-prep
2019-06-07 11:28:43 -04:00
Monster Iestyn
474b70aa69
Update version to 2.1.24
2019-06-07 15:48:33 +01:00
Nev3r
f92b3cbfdd
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2
2019-06-07 13:11:51 +02:00
Nev3r
b8d2e017b4
Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds.
2019-06-07 13:10:12 +02:00
Nev3r
da09a07e6e
viewx/viewy also need to be stored/restored.
2019-06-06 13:31:48 +02:00
Nev3r
ebe0586993
Add pad checks for visplanes; invalidate invalid columns from visplanes (visplane renderer and column renderers don't speak exactly the same language).
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The visplane portal top boundary offset has been restored since all known bugs involving it have been fixed.
2019-06-06 11:26:13 +02:00
Nev3r
f0b79697e5
Fix sigsegv when there is no main skybox viewpoint.
2019-06-05 18:45:36 +02:00
Nev3r
819169f378
Vissprite clipping improvements.
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Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r
906b366e1b
Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
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The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).
Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r
a1f429030c
Set a default frontscale for visplane portals.
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I don't know whether this is necessary or not but I'm poking blindly trying to fix the sorting issues for now.
2019-06-04 21:04:35 +02:00
Nev3r
96cfecc41a
Created drawnode lists for each view/portal.
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Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Nev3r
e180ee5dfe
Merge branch 'revert-370e4eec' into 'master'
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Revert "Merge branch '144-scrolltweaks' into 'master'"
See merge request STJr/SRB2Internal!225
2019-06-04 13:37:53 -04:00
Monster Iestyn
eb3d0bdce8
Revert "Merge branch '144-scrolltweaks' into 'master'"
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This reverts merge request !213
2019-06-04 17:34:59 +00:00
Steel Titanium
813ccf71e5
Merge branch 'next' into public-musicplus-libopenmpt
2019-06-03 15:36:50 -04:00
Steel Titanium
8f19878781
Upped freeslots limit
2019-06-03 15:23:48 -04:00
Nev3r
84a52a0f80
Moving away more portal-related global vars to r_portal.
2019-06-03 13:33:12 +02:00
Nev3r
c35769e5de
Moved validcount++ to where it used to be.
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It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Monster Iestyn
df62955d4d
Merge branch 'checksight-fixes' into 'master'
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P_CheckSight fixes
See merge request STJr/SRB2Internal!223
2019-06-02 13:13:48 -04:00
Monster Iestyn
e890cb1699
Merge branch 'master' into checksight-fixes
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# Conflicts:
# src/p_sight.c
2019-06-02 18:13:02 +01:00
Monster Iestyn
190512d8b2
Merge branch 'acz-boss-hardcode' into 'master'
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ACZ boss hardcode
See merge request STJr/SRB2Internal!221
2019-06-02 13:09:38 -04:00
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