Monster Iestyn
8e5ac64d7c
Merge branch 'dedicated-nosoundinit' into 'master'
...
Don't init the sound system on dedicated servers
See merge request STJr/SRB2!225
2018-04-21 17:40:45 -04:00
Monster Iestyn
452aef4981
Merge branch 'connect-empty-address-fix' into 'master'
...
Fixed "invalid pointer" error when passing "" to Command_connect().
See merge request STJr/SRB2!234
2018-04-21 17:32:50 -04:00
Monster Iestyn
83a84d5a81
Merge branch 'connect-server-fix' into 'master'
...
Removed contradictory `-connect` check
See merge request STJr/SRB2!236
2018-04-21 16:25:28 -04:00
Monster Iestyn
eb0f9681d7
Merge branch 'findfile-rewrite' into 'master'
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Rewrite of d_netfil.c's findfile
See merge request STJr/SRB2!240
2018-04-21 16:22:21 -04:00
Monster Iestyn
48a85512a0
Merge branch 'dedicated-debug-hotfix' into 'master'
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Dedicated debug hotfix
See merge request STJr/SRB2!239
2018-04-21 16:13:38 -04:00
Monster Iestyn
6c7acdbd9e
Merge branch 'movie-spec-stage-fade-fix' into 'master'
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Movie mode: special stage intro fade recording fix
See merge request STJr/SRB2!229
2018-04-21 16:12:46 -04:00
Monster Iestyn
9cdf87404e
Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there.
...
This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect.
Note: Untested as of writing
2018-04-15 22:00:31 +01:00
Monster Iestyn
3fb12cf337
Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode
2018-04-15 19:59:57 +01:00
Steel Titanium
2139d4771f
Default sound volume is too loud
2018-04-11 14:40:05 -04:00
Steel Titanium
d446f3420e
Merge remote-tracking branch 'upstream/master' into dedicated-nosoundinit
2018-04-03 16:16:20 -04:00
Steel Titanium
759ea8cb42
Indentation fixup
2018-04-03 16:11:07 -04:00
Sryder
6f2de824fb
Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
...
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
Sryder
0aaae501d3
Warnings must die
2018-03-30 18:53:23 +01:00
Sryder
f3aa02e26d
Start with lightnum on sector lightlevel
2018-03-30 18:13:52 +01:00
Sryder
66f220d6ad
Merge branch 'master' into openglquickfixes
2018-03-30 18:09:41 +01:00
Sryder
65c893da86
static tempsec for R_FakeFlat
...
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
jameds
876d0fa58b
Removed contradictory -connect
check
2018-03-23 18:09:07 -07:00
Sryder
f62cb3a30a
I've commented out the call to HWR_CorrectSWTricks.
...
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
2018-03-23 22:27:29 +00:00
jameds
a431197921
Fixed "invalid pointer" error when passing "" to Command_connect().
2018-03-22 21:21:26 -07:00
Sryder
fab4b7f5ea
Stop squashing the screen vertically in non-green resolutions
2018-03-22 01:10:53 +00:00
Sryder
839ee0ab85
OpenGL Sprite Splitting
2018-03-22 00:52:14 +00:00
Sryder
0885d27171
Transform sprites in world space rather than screen space
...
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
Sryder
4e95066f5a
Some fixes and updates for HWR_SplitWall
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Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog
There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
Sryder
f3d63b82ce
Revert "Fix screenshot functionality in fullscreen in SDL2"
...
This reverts commit 121fcd8369
.
The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
a984d979d1
Fix wipes in low resolutions
2018-03-18 17:12:12 +00:00
Sryder
31d1ef8db0
Draw the final screen texture in the centre with black bars
...
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
527df5c248
Fix OpenGL Title Screen Sky
...
My IDE doesn't seem to like Vada's name.
2018-03-17 15:11:32 +00:00
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
Sryder
a9214ebd37
Match HWR_DrawCroppedPatch to V_DrawCroppedPatch
2018-03-17 13:58:44 +00:00
Sryder
801f7547d3
Add the full-screen drawfill functionality to HWR_DrawFixedPatch
2018-03-17 13:26:43 +00:00
Sryder
7830c031f7
Make HWR_DrawFill match V_DrawFill
2018-03-16 19:46:45 +00:00
Sryder
7764a1bb5d
Match HWR_DrawFixedPatch to V_DrawFixedPatch
2018-03-16 18:08:24 +00:00
Sryder
1b3e1f78af
Translucent floors shouldn't write into the depth buffer
2018-03-15 23:59:01 +00:00
Sryder
5a4ea9fab3
Better fog block colouring
...
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Alam Ed Arias
1619b392f6
Merge remote-tracking branch 'public/master'
2018-03-14 14:26:07 -04:00
toasterbabe
fee8714109
i suck at the alphabet!
2018-03-14 16:55:33 +00:00
toasterbabe
a5ab9f01bb
oh yeah this guy's name needs changing too
2018-03-14 16:49:10 +00:00
toasterbabe
68cb919205
down with cis
2018-03-14 16:47:19 +00:00
LJSonik
0ff5b851cd
Merge branch 'master' into minor-net-command-fixes
2018-03-09 17:15:37 +01:00
Louis-Antoine
aefe06e2ef
Fix Lua panic when archiving a table element with an userdata key
2018-03-09 16:40:34 +01:00
Sryder
e4ed3a793b
Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
...
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
121fcd8369
Fix screenshot functionality in fullscreen in SDL2
2018-03-08 22:28:38 +00:00
Sryder
77af3a8f95
Optimise the screen texture setup for SDL2, Post-processor, and wipes.
...
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Sryder
67ee1637c9
Decrease far clipping plane
...
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Monster Iestyn
aba4adfabc
shrunk buffer from 32 to 28 so that all of "Downloading "extremely...longname.wad"" can fit on screen at once.
2018-03-06 20:52:55 +00:00
Monster Iestyn
a66824d63f
replace the 3 strncpys with a snprintf
2018-03-06 20:20:27 +00:00
Sryder
538d0de949
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2.git into openglquickfixes
2018-03-06 16:11:05 +00:00
Monster Iestyn
e3151f26dc
rewrite download file screen code:
...
* fix screen to properly truncate the filename to just the real name only
* if the real name itself is too long, use ellipsis and paste in parts of the start and end of the actual name
note: I haven't actually tested if this works or compiles yet, I haven't the time right now
2018-03-05 22:24:03 +00:00
Monster Iestyn
1fe79a0d71
Fix movies not recording the "extension" to special stage intro fades
2018-03-05 19:08:53 +00:00
Monster Iestyn
16e60aada9
Merge branch 'linux-limbo' into 'master'
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Linux limbo
See merge request STJr/SRB2!228
2018-03-04 14:08:21 -05:00
Monster Iestyn
4a0305eec8
more I_GetFreeMem fixes: don't attempt to set *total to 0L if total itself is NULL
2018-02-23 20:40:19 +00:00
Monster Iestyn
1216c9da18
Use __linux__ instead of LINUX/LINUX64
...
Turns out compiling for Linux 32-bit using the Makefiles never actually defines LINUX! Apart from that, most of the existing Linux-specific code in SRB2's source code (except for tmap.s) actually uses __linux__ instead anyway
2018-02-23 20:21:16 +00:00
Monster Iestyn
6e21059713
Eat unprintable keys too, since there's no reason to feed them to G_Responder anyway when the console is open
2018-02-23 20:08:02 +00:00
Monster Iestyn
fb3e78c020
Make CON_Responder eat Ctrl+key combos that have no effect, instead of passing the key on to G_Responder
2018-02-20 17:06:03 +00:00
Steel Titanium
36d1259ceb
Removed some redundant checks
2018-02-17 00:37:17 -05:00
Steel Titanium
d921f26e54
Don't init the sound system on dedicated servers
2018-02-17 00:01:42 -05:00
LJSonik
d1e3275c78
Merge branch 'master' into minor-net-command-fixes
2018-02-14 21:07:10 +01:00
Louis-Antoine
bd2334dd93
Fix SV_StopServer not calling D_Clearticcmd correctly
2018-02-14 21:00:55 +01:00
Louis-Antoine
c7320f9f82
Don't allocate memory for net commands already executed, as it would cause them to be never freed
2018-02-14 15:09:52 +01:00
Louis-Antoine
490f5beb89
Do not prevent all net commands for the current tic from being executed because of an unkown net command ID
2018-02-13 17:53:18 +01:00
Steel Titanium
0cc4b8d6db
Smoother MD2 interpolation
2018-02-06 14:50:08 -05:00
toasterbabe
5adfdf9516
cv_playername already has a valid default value of "Sonic". We do NOT need to expose things like this.
2018-01-30 22:48:53 +00:00
toasterbabe
8090ea4ed0
Stop leaking names.
2018-01-30 21:25:28 +00:00
Alam Ed Arias
82f2f2f2f9
SDL: disable check for noreturn
2018-01-04 14:29:29 -05:00
Alam Ed Arias
1ab5273400
Merge branch 'master' into next
2017-12-27 19:34:28 -05:00
Alam Ed Arias
f647989433
MSVC: set SubSystem on DLLs to Windows
2017-12-27 19:32:38 -05:00
Monster Iestyn
d937f6fc8b
Merge branch '2.1.20-preparation' into 'next'
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2.1.20 preparation
See merge request STJr/SRB2!215
2017-12-27 16:53:43 -05:00
Monster Iestyn
5400beb2e3
Merge branch 'master' into next
2017-12-27 21:51:11 +00:00
Monster Iestyn
afcdb5cd1e
Merge branch 'restartaudio' into 'master'
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Add command to restart the audio system
Closes #27
See merge request STJr/SRB2!214
2017-12-27 16:47:50 -05:00
Steel Titanium
875446295b
Remove redundant !dedicated check
2017-12-27 16:36:57 -05:00
Alam Ed Arias
f9388eab1b
Merge branch 'master' into next
2017-12-27 15:50:31 -05:00
Monster Iestyn
fa507ee939
Merge branch 'respawnspecials-mobjtype-hotfix' into 'next'
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P_RespawnSpecials mobj type hotfix
See merge request STJr/SRB2!217
2017-12-27 15:47:44 -05:00
Monster Iestyn
a87eec89ff
Merge branch 'airbob-fix-backport' into 'next'
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Airbob fix backport
See merge request STJr/SRB2!219
2017-12-27 15:46:39 -05:00
Steel Titanium
3856165623
Indentation cleanup
2017-12-27 13:18:20 -05:00
Alam Ed Arias
f397b5fc3f
Makefile: disable win_dbg for DirectDraw
2017-12-26 20:42:37 -05:00
Alam Ed Arias
a29203acd8
Disable win_dbg
2017-12-26 20:24:08 -05:00
Alam Ed Arias
e2b604fdfd
TCP: remove BADSOCKET
2017-12-26 19:56:50 -05:00
Monster Iestyn
6886a29e99
Merge branch 'master' into next
2017-12-24 20:06:33 +00:00
toasterbabe
a1620b709e
Fix airbob sectors fucking up when below 0 z-height.
2017-12-20 21:13:24 +00:00
toasterone
ff745531b0
Merge branch 'master' into addfile-netgame-fixes
2017-12-20 20:58:45 +00:00
Monster Iestyn
d576453b56
Command_Addfile: add "too many files" and already-loaded checks and respective error messages
...
No more shall the server be kicked from their own servers for re-adding a wad by accident!
2017-12-18 21:17:37 +00:00
LJSonik
36ce6579b7
Merge branch 'master' into download-freeze-fix
2017-12-18 21:39:16 +01:00
Louis-Antoine
47481804da
Merge branch 'download-freeze-fix' of https://github.com/LJSonik/SRB2 into download-freeze-fix
2017-12-18 21:38:10 +01:00
Louis-Antoine
c8e9e779e7
Add a short comment to explain the newplayernum hack
2017-12-18 21:35:02 +01:00
Alam Ed Arias
57a7a3bed8
Merge branch 'master' into next
2017-12-17 22:22:57 -05:00
LJSonik
084a534f6a
Merge branch 'master' into download-freeze-fix
2017-12-17 22:48:13 +01:00
LJSonik
9c7ff6e0c3
Merge branch 'master' into resynch-fixes
2017-12-17 22:47:23 +01:00
Monster Iestyn
c7cd64583d
Added a bunch of I_Asserts to lua_hooklib.c relating to mobj types just in case
2017-12-17 20:59:24 +00:00
Monster Iestyn
ec10367856
Bail out of P_RespawnSpecials if no mobjinfo entry has a doomednum that matches, and print a warning to the console.
...
This prevents a mobj of NUMMOBJTYPES from being created and potentially crashing the game. Really, this happens only if you start messing with the mapthings of respawning items like rings/weapons/etc in the first place via Lua.
2017-12-17 20:57:45 +00:00
Alam Ed Arias
baf227175b
Merge branch 'master' into next
2017-12-16 18:16:15 -05:00
Alam Arias
703c5322d4
Merge pull request #212 from SteelTitanium/window_center_fix
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Fix for window being offcenter
2017-12-16 18:15:00 -05:00
Alam Ed Arias
bd86f98822
Merge branch 'master' into next
2017-12-16 16:07:31 -05:00
Louis-Antoine
4ea5d2df01
Merge branch 'net-archive-fix' of https://github.com/LJSonik/SRB2 into net-archive-fix
2017-12-15 22:06:03 +01:00
Louis-Antoine
beb9b0f103
Return for both players and mobjs if they've got an empty table, instead of just mobjs
2017-12-15 22:02:34 +01:00
LJSonik
b994180927
Merge branch 'master' into net-archive-fix
2017-12-15 20:07:44 +01:00
Louis-Antoine
0b836a9841
Fix missing lua_pop in ArchiveExtVars
2017-12-15 16:31:27 +01:00
Monster Iestyn
ac3fef15eb
Rob is now in charge of Mod IDs, change MODID comment in doomdef.h to reflect this
2017-12-13 19:07:02 +00:00
Louis-Antoine
4e89c03b0f
Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à $%@
2017-12-12 23:08:18 +01:00
Louis-Antoine
16b8265c6e
F stands for Fun. You want more Fun, don't you?
2017-12-12 22:48:08 +01:00
Steel Titanium
e61549d81f
Opps, forgot to change this.
2017-11-08 14:50:27 -05:00
Steel Titanium
55c86f3e15
Successful attempt at restarting the music
2017-11-08 14:48:05 -05:00
Monster Iestyn
7cb0138293
Change version number to 2.1.20
2017-11-08 15:06:42 +00:00
Steel
dbbbc1cc06
Merge branch 'master' into window_center_fix
2017-11-08 00:32:23 -05:00
Steel Titanium
c1405137ec
Extra tab space to make the compiler happy
2017-11-07 23:48:03 -05:00
Steel Titanium
4f8b91c770
Attempt to restart music
2017-11-07 16:26:45 -05:00
Louis-Antoine
67aba2648c
Fix download freezes (well, most of them)
2017-11-03 22:58:47 +01:00
Monster Iestyn
d61105fcce
Merge branch 'master' into next
2017-11-01 18:36:48 +00:00
Monster Iestyn
2b1fb67a5f
DrawMD2i: change duration and tics to INT32, fix up any related code
2017-10-30 19:12:51 +00:00
Steel Titanium
97445f941a
Add command to restart the audio system
2017-10-29 01:09:34 -04:00
Steel Titanium
799a819ee9
Merge remote-tracking branch 'upstream/master' into window_center_fix
2017-10-29 00:00:11 -04:00
Alam Ed Arias
6a639dd717
Merge branch 'master' into md2-interpolation-fix
2017-10-28 18:47:20 -04:00
Alam Ed Arias
d2f922a981
Merge branch 'master' into next
2017-10-28 18:46:10 -04:00
Alam Ed Arias
cf10b55be0
Win32: pragma hell
2017-10-28 18:39:42 -04:00
Alam Ed Arias
3ecc304332
Win32: just ignore format overflows
2017-10-28 18:33:47 -04:00
Alam Ed Arias
0250040a5b
Win32: all fails of DD and try more to stop format-overflow errors
2017-10-28 18:24:07 -04:00
Alam Ed Arias
a4072260db
Win32: try to fix up CD printf code
2017-10-28 18:13:59 -04:00
Alam Ed Arias
ce40c00b7a
Build: do not error on FALLTHURs
2017-10-27 19:49:55 -04:00
Monster Iestyn
0cc8fbdb4e
Don't use interpolation code if the frame lasts instantaneously or infinitely
...
Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it
Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
2017-10-24 20:45:55 +01:00
Alam Ed Arias
96c014deeb
Merge branch 'master' into next
2017-10-07 12:44:28 -04:00
Alam Ed Arias
1b576bacf3
Build: support GCC 8
2017-09-30 23:07:47 -04:00
Alam Ed Arias
6fbdf37b18
Build: support building with clang 5.0
2017-09-30 08:54:17 -04:00
Monster Iestyn
ea372fae53
Merge branch 'master' into next
2017-09-29 17:15:57 +01:00
Monster Iestyn
c90ddbca36
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
...
Makefile ports tweaks cleanup etc
See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
6c18d15b4a
Merge branch 'master' into next
2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1
Build: fixup warnings in Debug builds
2017-09-28 16:54:26 -04:00
Alam Ed Arias
ec125628ab
Merge branch 'master' into next
2017-09-28 10:16:35 -04:00
Alam Ed Arias
7f98c5c804
Build: do not error on fallthrough
2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d
Build: kill GCC 7's format-overflow warnings
2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a
Makefile: add support for GCC 7.1 and 7.2
2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f
Makefile: support GCC 6.4
2017-09-28 09:04:36 -04:00
Alam Ed Arias
62264901e5
Merge branch 'master' into next
2017-09-20 17:18:58 -04:00
Monster Iestyn
829328637d
Merge branch 'netcode-fixes-the-sequel' into 'next'
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Netcode fixes the sequel
See merge request !207
2017-09-20 15:00:09 -04:00
Monster Iestyn
7f875131ee
If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
...
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
Monster Iestyn
b040113246
Removed the wrong endif by mistake
2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
...
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
2017-09-15 21:22:28 +01:00
Sryder13
f3a605de6b
I need to stop leaving things commented out that are going
2017-09-15 18:03:06 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269
Removed references to console ports and WinCE in sdl/Makefile.cfg
2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba
Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
...
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
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This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770
Fix for window being offcenter
2017-09-11 16:36:30 -04:00
Monster Iestyn
8514251ad5
fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files
2017-09-09 21:19:07 +01:00
Sryder13
db99537a6b
Various Transparent Texture Fixes
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Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Sryder13
6877930ed9
Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly
2017-09-08 00:57:21 +01:00
Monster Iestyn
d565cc6a2c
Merge branch 'master' into next
2017-09-04 20:16:06 +01:00
Monster Iestyn
50917d2ee2
P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly.
2017-08-30 19:21:23 +01:00