Commit graph

143 commits

Author SHA1 Message Date
Sryder
6de0cc6bcc Remove the OpenGL only code from V_DrawPatchFill
That's all of the HUD drawing functions that are currently used updated in GL.
2018-03-17 14:47:06 +00:00
TehRealSalt
3e7fbad490 Porting over some things from sonicitems 2018-02-13 16:48:09 -05:00
Sryder13
844b1dc2c0 Some warning fixes 2018-02-09 00:58:10 +00:00
Sryder13
d317164a22 Our quit screen is 640x400
There's a small fix for V_DrawFixedPatch that makes it account for scale when blacking out the rest of the screen, for when scale is 50% or 25%, but can theoretically work with any scale
2018-01-15 21:02:33 +00:00
TehRealSalt
508df2e269 thing 2017-12-22 16:24:20 -05:00
TehRealSalt
94a42d1bf6 Unfinished V_HORZSCREEN revamp 2017-12-22 10:16:41 -05:00
TehRealSalt
59976d3ce8 More post processor support, HUD tweaks, SP new game fix
Mirror Mode minimap, growing position nums, and general reorganization.
Some stuff needs more work but I'm exhausted rn
2017-12-19 01:55:33 -05:00
TehRealSalt
349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
TehRealSalt
122eb82170 Merge remote-tracking branch 'refs/remotes/origin/battle' into quads
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2017-12-18 01:02:53 -05:00
TehRealSalt
80f62a057d SUCCESS 2017-12-17 22:27:26 -05:00
TehRealSalt
d2425329ca HUD 2017-12-17 20:42:17 -05:00
TehRealSalt
66a9a6bdd4 Fixed local sync fail, among a bunch of other splitscreen check fixes in other files
I don't know how many of the changes in d_clisrv were really necessary,
I was just franticly trying to figure out the source of the local sync
fail
2017-12-17 14:17:07 -05:00
TehRealSalt
ffbf6e8752 Mirror Mode
- Added kartmirror cvar, flips the screen & player controls. The
post-processing effect is currently Software only; will need an OpenGL
implementation but I don't know enough to make that happen
- Moved adminplayer = -1 setting to SV_ResetServer instead of
SV_StartServer
2017-12-12 00:07:14 -05:00
TehRealSalt
5fe2f4928f Merge remote-tracking branch 'refs/remotes/srb2public/next' into zarrotsu
# Conflicts:
#	src/doomdef.h
#	src/sdl/i_main.c
#	src/sdl/i_video.c
#	src/y_inter.c
2017-10-17 15:53:34 -04:00
TehRealSalt
727d55b64e Merge remote-tracking branch 'refs/remotes/srb2public/public_flatsprite' into zarrotsu
# Conflicts:
#	src/doomdef.h
2017-10-17 00:40:38 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
Monster Iestyn
7f7c7c58ab Use less-than, not less-than-or-equals, since deststop is off-screen 2017-04-24 17:41:50 +01:00
Inuyasha
5e4f960f3a fixed drawfill to be more consistent w/ other functions
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Sryder
68d439a783 Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
#	src/Makefile
#	src/doomdef.h
#	src/hardware/hw_main.c
#	src/p_mobj.c
#	src/p_user.c
#	src/r_segs.c
#	src/sdl/i_video.c
#	src/win32/win_sys.c
2017-02-17 20:14:55 +00:00
Alam Ed Arias
0b572b6eee CMake: split inline AMS code from vid_copy.s code 2017-01-06 15:48:19 -05:00
Inuyasha
e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Inuyasha
8107765677 make console back color use just one section of memory
let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
2016-11-02 14:26:35 -07:00
ZTsukei
d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
ZTsukei
e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha
b288d8a399 Merge branch 'bp_random2' into 'next'
xorshift* PRNG

This needs testing to ensure I didn't mess anything up switching function names around.

Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.

The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.

The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).

This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.

P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.

See merge request !64
2016-04-24 18:03:13 -04:00
Monster Iestyn
d53801c85c Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled 2016-04-21 18:50:30 +01:00
Alam Ed Arias
1c16943be8 Merge branch 'next' into bp_random2 2016-03-31 21:44:03 -04:00
Inuyasha
ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
Monster Iestyn
3698c2583d wrap prevention code now takes flipped patches into account 2016-03-25 20:04:49 +00:00
Monster Iestyn
76d71bda92 destend now scales the added-on patch width properly if needed 2016-03-25 19:43:17 +00:00
Monster Iestyn
1e131d2786 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap

Conflicts:
	src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.

Conflicts:
	src/f_wipe.c
2016-01-14 16:39:31 +00:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
f03e591f64 change SDL into HAVE_SDL 2014-07-25 19:10:24 -04:00
Alam Ed Arias
2bd6573f5f grsoftwarefog is still hardware only 2014-04-09 14:52:38 -04:00
Sryder13
3fbe3d38d3 OpenGL Patch Fill Fix
Patch Fill Drawing for intermission has been fixed to loop properly in
non aspect correct resolutions.
2014-03-24 20:06:13 +00:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Sryder13
7aa960d6d5 Software Cropped Patches
Fixed the stupid error I made that was causing software to not draw
cropped patches.
2014-03-20 10:29:53 +00:00
Sryder13
ba0c93d814 MD2 & Patch drawing fixes
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00