Software crashes fix... fix
Fixes a typo introduced by merge request !75 that caused upper textures to set the wrong ceiling clipping value when not visible, allowing all sorts behind the walls to be visible. This is most noticable in GFZ2 when the inside of the tunnel section is visible
...probably a good idea to make sure this one doesn't introduce any MORE visual glitches by mistake (again, compare with 2.1.15 if possible)
See merge request !93
Fix for flats with transparent pixels on slopes
This fixes how R_DrawTiltedSplat_8 unintentionally allows the cyan pixels to NOT be considered "transparent" if after being remapped, depending on sector brightness and/or linedef type 606 colormaps, the result of remapping is not palette index 247 (the cyan we typically turn transparent). That is, the original colors from the source flat graphic are not checked, but instead the __result__ of coloring the flat under the respective colormap is checked for "transparent" pixels. This is only a problem for the tilted splat drawing function, not the regular one for non-sloped planes with cyan-pixel-using flats.
I found out about this bug from the issues Ritz was having with sloped 255-alpha translucent FOFs using transparent flats and his custom COLORMAP lump (and later when he applied a linedef type 606 colormap to the FOF) for his custom map. Thankfully he has some workarounds, but this should fix the code-side issues that caused his problems in the first place.
I also fixed stuff with another splat drawing function that's not currently used atm (maybe it will be in the future, if splats themselves are ever enabled again? *shrugs*).
See merge request !92
Skybox rendering offset fix for third person/alt view camera
Fixes the issue reported in this thread: https://mb.srb2.org/showthread.php?t=41729
I dunno if this will negatively affect any existing skyboxes in SRB2's own levels, that said. I tried out THZ2 and CEZ1 with this fix at least but I forgot to compare them with how they are in 2.1.15 so _*shrugs_*
See merge request !94
OS X Makefile build setup
This merge request:
* Cleans up the OS X bundle resource location code and fixes a SIGSEGV and memory leak
* Simplifies and fixes the OS X desktop alert code, closing more leaks
* Adds the MACOSX build flag to the Makefiles, to allow building a binary (but not Mac app yet) of SRB2.
This is intended to make it easier for developers to build on Mac OS X, without having to pull in all of XCode. You can keep using CMake if you prefer.
To test, use `make -C src MACOSX=1 NONX86=1 SDL=1 NOASM=1` for a release build.
Left to do:
* Add a content bundling script to be run after building, and a flag to trigger doing that.
`MACOSX_BUNDLE` maybe?
* Somehow get access to a Mac running PowerPC and figure out how to build a multi-platform binary.
* Add the proper magic to compile using gcc if requested. (Right now, compilation is done via LLVM/Clang)
See merge request !72
Remove i_net.c
The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).
The vast majority of code in the file seems to be contained in HAVE_SDLNET ifdefs, and I'm pretty sure SRB2 has never used SDLNET in a public build. The only bit not contained in that block is I_InitNetwork(), which just prints an error and returns false.
Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
See merge request !73
For GCC 6.1 builds
I do not know what I was doing:
NULL checks
building without BLUA support
functions that do not depend on outside vars should be tagged with "const", AKA, FUNCMATH
See merge request !89
Some other software fixes/changes
Some other software fixes/changes I've made
* Change 1: single-sided linedef midtextures (read: not double-sided linedefs, but single-sided) now don't skew if Effect 2 is checked. Before, there wasn't any ability for software to disable skewing for them. =V
* Change 2: PolyObject back side midtextures now return to being where they should be. Had to make a hack to fix this though.
See merge request !86
Software crashes fix
This branch SHOULD fix the many crashes people have reported lately that all point to the software renderer. Simply put, the software renderer allowed stuff to be drawn out of the screen even though that wasn't safe, and even the existing checks to prevent that didn't work.
If you saw me worrying about the sky HOMs I discovered in AGZ earlier in the commits for this branch, don't worry - it turns out that issue already existed in 2.1.15's srb2win.exe (and probably srb2dd.exe too) anyway, the changes in this branch didn't cause them. Hopefully nothing else broke then.
See merge request !75
This means the current skewing-by-default effect isn't changed, and OpenGL's equivalent code doesn't have to be touched since apparently it was already like that.
"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
Red apparently left in code for single-sided linedefs to NOT skew their midtextures ...but it doesn't work because it doesn't stop the skewing code from running instead, regardless of whether Effect 1 is on or not. If it's decided single-sided line midtextures shouldn't do this though, the non-skew code could just as well be thrown out lol (or something else I guess?)
Fix for rendering sprites in skyboxes
This branch fixes the visual glitches one sees with sprites for objects within skyboxes, typically with parts of or all of some sprites disappearing from view even though they shouldn't be.
See merge request !84
OpenGL slope fixes again
This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something.
(if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad)
See merge request !81