Commit graph

830 commits

Author SHA1 Message Date
Jaime Passos
d7f38ed2c9 Support OpenGL 2019-11-09 13:28:56 -03:00
Jaime Passos
911238945c fix invisible planes, fix flat animation 2019-11-08 23:42:15 -03:00
Jaime Passos
a1339b60ad Merge remote-tracking branch 'origin/master' into texture-flats-optimization 2019-11-08 23:01:29 -03:00
Jaime Passos
c7c6a0d5b3 make hwrender compile 2019-11-08 22:58:41 -03:00
James R
e255c340f0 Also allocate mipmap for MD2 2019-11-07 18:04:53 -08:00
James R
fd74f1848c Fix nonpacked to packed cast for OpenGL 2019-11-07 16:30:29 -08:00
James R
7c0d5b3bcf There's some whitespace... 2019-11-07 14:56:42 -08:00
toaster
a8169e3844 Sound test is cool now!
https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif

* Port MUSICDEFs from Kart.
    * Safe to modify without modifying game, so we can put it in music.dta eventually.
    * "Title", "AltTitle", "Authors" fields are self-evident.
    * "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select).
    * "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test.
    * Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test).
* Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left).
* Change V_DrawFixedPatch to allow scaling on two seperate axes.
    * Now called "V_DrawStretchyFixedPatch".
    * "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes).
    * Available to Lua under v.drawStretched!
    * Even works in GL!
* Bugfix: Add SR_PLAYER to SOC's menutypes_list.

Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
2019-11-05 16:23:46 +00:00
Jaime Passos
79c81d3c0b Update hw_main.c 2019-11-05 12:31:50 -03:00
Jaime Passos
ffc9626355 fix fades for real 2019-11-05 12:10:42 -03:00
Jaime Passos
5fabd3f165 function renaming 2019-11-05 10:28:19 -03:00
Jaime Passos
49425d4016 Attempt to fix sky dome 2019-11-04 14:36:12 -03:00
Jaime Passos
f655865200 add gr_modelinterpolation 2019-11-04 12:21:53 -03:00
toaster
31524531a9 Fix TC_DASHMODE and associated not being applied in GL. (Won't conflict with md3 branch because these lines weren't modified there!) 2019-11-04 13:11:04 +00:00
toaster
7cd2fc7ac3 Slightly unrelated to the express purpose of the branch, but since I was here, and I noticed it was a problem when ~~playing~~ testing with md3s in ACZ: Don't draw the midtextures for horizon lines. 2019-11-03 10:23:21 +00:00
Jaime Passos
d47cf3d1c8 Fix sky dome 2019-11-02 17:33:36 -03:00
toaster
2a16cf539a Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
toaster
8f14902e36 Instead of checking for mod being nonzero, pretend it's 1 - after all, there's no good behaviour in that circumstance otherwise. 2019-11-02 18:25:56 +00:00
toaster
a23e1946c4 Do a bunch of stuff to the MD2/3 sprite2 support to get it back to feature parity with before, without going back to being hacky as fuck.
* Store the number of frames per sprite2 run in the spr2frames struct.
* Reintroduce P_GetModelSprite2, to allow for the sprite2 defaulting system to be used to full advantage even in GL.
* Instead of splitting the SUPER and normal SPR2 stuff within the same cell of the struct, have them exist in different cells just like in the "normal" sprite2 structs.
* Allow for just providing spr2 frames in order without specifying which "normal" sprite2 frame it's supposed to replace.

Also:
* Fix FF_VERTICALFLIP-ignoring regression.
* Fix whitespace adjustment in win_dll.c
* Remove bracket in P_GetSkinSprite2 because I realised it was extraneous while making sure P_GetModelSprite2 worked with it.
2019-11-02 17:52:54 +00:00
Jaime Passos
34f1dc20b1 Fix warnings when NOPNG=1 2019-10-28 23:46:33 -03:00
Jaime Passos
76a5b60e39 Merge remote-tracking branch 'origin/master' into f_wipes 2019-10-28 23:14:00 -03:00
Jaime Passos
1c46be78af add r_patch.c 2019-10-28 15:28:42 -03:00
Jaime Passos
116fb2639e Merge remote-tracking branch 'origin/master' into rotsprite_i 2019-10-28 14:29:10 -03:00
MascaraSnake
9574f8ac78 Merge branch 'object_tweaks' into 'master'
Object tweaks (object_tweaks division 3)

See merge request STJr/SRB2Internal!394
2019-10-25 17:45:48 -04:00
MascaraSnake
2004577314 Merge branch 'james-kart' into 'master'
My changes to Kart

See merge request STJr/SRB2Internal!406
2019-10-25 15:36:40 -04:00
toaster
0842d1f328 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into object_tweaks
# Conflicts:
#	extras/conf/SRB2-22.cfg
2019-10-25 20:32:15 +01:00
James R
ac36d13420 Use long double suffix 2019-10-22 21:48:15 -07:00
lachwright
3e584e5ad9 Add green flame sprites, state, and object 2019-10-21 16:22:20 +08:00
lachwright
53835bcb1a Add new ATZ gargoyle sprites 2019-10-21 13:43:02 +08:00
toaster
8649b1e353 Fix hw_light.c list (not gonna make an exe for this) 2019-10-19 15:50:16 +01:00
toaster
4a7ed2d9ec MD2 crash fix. 2019-10-13 11:59:38 +01:00
MascaraSnake
7e27bcb915 Merge branch 'openglskydome2' into 'master'
OpenGL sky dome

See merge request STJr/SRB2Internal!350
2019-10-12 11:06:47 -04:00
MascaraSnake
4f7026d169 Merge branch 'OGL_regressions' into 'master'
Correct minor OGL regressions

See merge request STJr/SRB2Internal!361
2019-10-12 09:53:20 -04:00
MascaraSnake
ced4a91eba Merge branch 'rvz-hardcode' into 'master'
RVZ hardcode

Closes #178

See merge request STJr/SRB2Internal!357
2019-10-12 09:37:23 -04:00
MascaraSnake
acb34f6290 Merge branch 'amycameo' into 'master'
Amy for Frozen Hillside (full pitch in description)

See merge request STJr/SRB2Internal!356
2019-10-12 07:16:26 -04:00
MascaraSnake
86a77b4886 Only apply NiGHTS draw distance to hoops, because it turns out they're pretty much the sole cause of NiGHTS lag 2019-10-11 21:02:11 +02:00
toaster
ed304a5b19 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into rvz-hardcode
# Conflicts:
#	src/p_mobj.c
2019-10-08 19:43:43 +01:00
Jaime Passos
09c9714daf Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-10-06 17:40:41 -03:00
toaster
7f085863e2 * Add rudimentary support for MF2_LINKDRAW in GL.
* Allow MF_ENEMY objects to flash, just as they do in Software.
2019-10-06 16:31:13 +01:00
MascaraSnake
9b795e56c4 Implemented lava splish. Feel free to suggest a different "splish" sound. 2019-10-05 10:00:59 +02:00
toaster
7ade43f685 Amy cameo for Frozen Hillside. Wait for the MR, I'll make a fuller pitch there... 2019-10-01 18:19:37 +01:00
Jaime Passos
61f29c9dd6 Giant mistake 2019-09-29 14:12:53 -03:00
Jaime Passos
dfe05a650c hehee 2019-09-29 12:13:51 -03:00
lachwright
949ef287b7 Resolve merge conflicts 2019-09-29 20:29:49 +08:00
lachwright
f67ef441b3 Hardcode pumice ball
Current known issues: players detached from the ball via any means other than jumping or pain do not have their ball reset properly
2019-09-29 20:18:40 +08:00
MascaraSnake
c4f1085f02 Hardcoded the Pterabyte (without the grabbing mechanic) 2019-09-29 10:39:09 +02:00
Jaime Passos
c02c7fb28b JIMITA DO THE SOC 2019-09-28 19:13:51 -03:00
Jaime Passos
e2ce3988fb Merge remote-tracking branch 'origin/master' into rotsprite_i 2019-09-28 12:14:55 -03:00
Jaime Passos
e95bd8add3 Merge remote-tracking branch 'origin/master' into renderswitch 2019-09-27 22:53:57 -03:00
Jaime Passos
fa9cef1cc0 Merge remote-tracking branch 'origin/master' into openglskydome2 2019-09-27 22:47:10 -03:00