Commit graph

159 commits

Author SHA1 Message Date
Steel Titanium
61ada17da1 Basic outline color support.
This is a huge hack as it requires another font set, with each character's offset manually being set using SLADE.
2019-10-10 02:00:52 -04:00
Steel Titanium
43cd0e5dd0 WIP: New character select name font 2019-10-09 00:28:01 -04:00
TehRealSalt
67e63442da Start on Cup/Level selects 2019-10-04 00:18:34 -04:00
TehRealSalt
2324282569 Merge master 2019-10-03 12:16:24 -04:00
TehRealSalt
dae7dd003a More complete character select 2019-10-02 19:13:56 -04:00
TehRealSalt
aad0dbd076 Encore invert fade 2019-08-10 00:54:16 -04:00
TehRealSalt
f188c290e5 Start on new menus 2019-08-09 04:25:22 -04:00
toaster
74c32c1b2b A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
James R
d8a2d6c7e2 Remove old string drawing functions 2019-06-26 18:23:58 -07:00
James R
5e1d110ed5 Add V_DrawStringScaled 2019-06-26 16:45:26 -07:00
Latapostrophe
a35cea9243 chaos conflict 2019-06-11 17:02:47 +02:00
TehRealSalt
6ee5b2d887 Change some of the text colors 2019-05-12 21:49:11 -04:00
fickleheart
25f55b6351 Add VHS pause/rewind effect 2019-04-08 23:21:11 -05:00
Jaime Passos
08efec4cf3 destroy hw_glide.h because no modern GPU supports such API 2019-03-21 18:23:40 -03:00
fickleheart
be458c1d05 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/doomdef.h
#	src/g_game.c
#	src/p_user.c
2019-03-19 22:17:25 -05:00
wolfy852
db280e64a1 New visuals for ping and fps display alike [REDO] 2019-02-15 21:08:08 -06:00
fickleheart
684ca46d8f Draw player names in netreplays 2019-02-01 19:28:05 -06:00
mazmazz
4f40d2abdb Merge errors for compile 2019-01-07 17:05:20 -05:00
SeventhSentinel
1d58c6b8c2 merge srb2 next 2019-01-05 15:59:23 -05:00
mazmazz
81352aece1 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Digiku
15c9404f91 Merge branch 'addons-backport' into '2122-version'
Addons Menu backport to vanilla

See merge request STJr/SRB2!384
2018-12-23 18:08:06 -05:00
Latapostrophe
4c88271cfb 2.1.21 and all of the kart additions. Woo. 2018-12-17 20:43:59 +01:00
Latapostrophe
34f13e9f20 merge conflict 2018-12-16 16:48:15 +01:00
mazmazz
6bdff246a8 Compile fixes; enable PK3 support in addons menu
* Add missing vars highlightflags, recommendedflags, warningflags from Kart
* V_GetStringColormap() use vanilla behavior because Kart behavior glitches for us
* V_GetStringColormap() made non-static
2018-12-15 21:44:39 -05:00
TehRealSalt
4507ee18fd Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
mazmazz
b7af1e385b Set up separate background color for prompts vs. console 2018-11-09 22:38:55 -05:00
mazmazz
e0620d70b2 Text prompt features: Name, Icon, IconAlign, Lines 2018-11-04 22:32:42 -05:00
Monster Iestyn
0373207db5 Add V_DrawTutorialBack for drawing a console-like background box, add Lorem ipsum as filler test 2018-11-04 22:31:49 -05:00
TehRealSalt
a67e375fe9 Brown text colormap instead of teal, revert sky-blue 2018-10-04 18:07:56 -04:00
toaster
6884e4aa9a * Seven new text colours! Gold, Lavender, Tea-green, Steel, Pink, Teal, and Peach, all added to the menu highlights cvar.
* Revamp the saycmd colour list to take advantage of them. Peach and Purple are used the least...
* In all of the string drawers, replace colormap only when charflags changes.
* Add V_SKYMAP to dehacked.c alongside the above (oversight from when I added it yonks ago...)
2018-09-22 18:22:04 +01:00
Latapostrophe
5aba0a4b5a merge sonicitems into chat-changes so that it's not lagging 10 years behind 2018-07-31 19:45:49 +02:00
Latapostrophe
a4bded8e9e SRB2chat test rework 2018-07-31 11:10:02 +02:00
toaster
580c529c5b Menu stuff!
* Bar of levels.
* Colourisation!
* New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid!
* New single page statistics screen!
* V_DrawFixedPatch now works at the edge of the screen!

Ghost fixes!
* On minimaps!
* Free memory after use!
* Don't spawn in midair on slopes!
2018-07-01 19:29:13 +01:00
toaster
990f9be612 * Modified, maybe-improved title. May need to be selectively reverted, but...
* To go with this, have the HUD fade in as the title goes away.
* After complaints, only do dogear gametype indicators on the voting screen for levels which don't match the prevailing gametype, and use thin font to intrude on the level pic less.
* Make the voting screen background a different graphic in battle.
* Improve behaviour of DrawDiag in GL.
2018-06-28 19:07:04 +01:00
toaster
2efe86e387 * AN OPPORTUNITY FOR GAMETYPE CHANGES ON THE VOTE SCREEN!
* Super important to allow dedicated servers to continue forever without needing to add Terminal.
    * To facilitate understanding, add gametype dog-ears to the vote screen!
    * To do the above, add V_DrawDiag! Works in GL, too!!
* Unrelated shit!
    * Fix a buffer overrun in the randmapbuffer!
    * Disable spectating in splitscreen... Not 100% sure, but in 2p battle, if you spectate, you just lose one balloon and respawn...
    * Improve all the string drawing functions' behaviour - both with being SLIGHTLY clipped by the edge of the screen, and when confronted with drawing off the base 320*200 internal area
2018-06-28 15:47:56 +01:00
SeventhSentinel
55b29504ae Fade-in intro
Also made flashing not-local, again.
2018-06-26 10:14:59 -04:00
wolfy852
eca78519e4 Chat Manager 2018-06-15 05:20:01 -05:00
Monster Iestyn
18aa5bda18 Merge branch 'master' into leveltitle-tinkering
# Conflicts:
#	src/hu_stuff.h
#	src/st_stuff.c
2018-06-14 21:26:44 +01:00
toasterbabe
5e42d1dfad * Add new console text colours - sky, purple, aqua, peridot, azure, brown, rosy, and invert.
* Remove redundant check from V_DrawFadeScreen().
* Clean up potential endless sound source in Race HUD.
2018-03-02 13:32:55 +00:00
Monster Iestyn
6c038e2918 Cache all the act number graphicss at game startup rather than at every start/end of a level
I also added a few helpful functions for drawing the act numbers themselves
2018-02-22 21:49:36 +00:00
toasterbabe
b0888c44bd * Total overhaul of V_DrawFadeScreen(color, strength!
- controllable strengths between 0-31 for COLORMAP lump like before
   - arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
   - exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
toasterbabe
07b67c3059 * Update V_DrawCroppedPatch and V_DrawFill to support V_PERPLAYER.
* Fix some mistakes in the comments for v_video.h.
2018-01-21 12:56:38 +00:00
toasterbabe
2141754e54 V_PERPLAYER. (Hooh boy.)
* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
2018-01-20 22:14:24 +00:00
TehRealSalt
d2425329ca HUD 2017-12-17 20:42:17 -05:00
toasterbabe
9a10dfeaee Replaced the laggy randomised-at-runtime static with sufficiently random low-impact pregenerated static. Requires new patch.dta. https://cdn.discordapp.com/attachments/293238104096112641/372770688890830859/srb20003.gif 2017-10-25 16:40:21 +01:00
toasterbabe
d669a4e84a Introducing pMasterPalette.
Used instead of pLocalPalette when attempting to determine objective truths, such as "the colours of this gif without color profile modification" and "what indicies should this colormap remap to".

Also, made f_wipe.c's paldiv only get calculated once.
2017-04-30 22:18:06 +01:00
toasterbabe
c3840ba01d Colour Cube Calibration Menu! (called "Advanced Color Settings" because No Fun Allowed...)
https://cdn.discordapp.com/attachments/237798387070664724/304343382073933824/aa.png

Also, a "Reset all" button for the Monitor toggle menu, a ton of new cvars to match up with the colour cube calibration, and a bunch of variable renames related to colour cube operations.
2017-04-19 22:24:28 +01:00
toasterbabe
83e16da83b Introducing the Colour Cube! https://cdn.discordapp.com/attachments/293238104096112641/304015171385294850/aa.png
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.

Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
2017-04-18 23:21:10 +01:00
toasterbabe
95d89078f5 Removal of cv_allcaps for console stuff. 2017-04-14 20:43:30 +01:00