Hannu Hanhi
da98ea242e
Merge remote-tracking branch 'upstream/next' into shaders-224-next-merge
2020-06-07 20:01:05 +03:00
lachwright
f32d29f700
Oops, forgot to #undef
2020-05-31 01:26:23 +08:00
lachwright
a7f73bfa85
Move drop shadows to the ceiling for objects in reverse gravity
2020-05-31 01:21:26 +08:00
Monster Iestyn
702a7041d4
also do the fovtan multiplication thing with precip sprites
2020-05-20 19:34:18 +01:00
Monster Iestyn
c3d576058a
on second thought maybe we don't need extra tx clamping, it turns out to be more effort than it's worth (at least for now)
...
meanwhile, let's move x/yscale calculations down since we don't actually need them until later on
2020-05-19 22:00:34 +01:00
Monster Iestyn
65d6b04fd2
change limits for tx based on fov, by multiplying by fovtan
...
this makes it so that higher fov values can actually let you see all the sprites that should be in the view
2020-05-19 18:54:39 +01:00
Monster Iestyn
35e5d673e0
do tx checking after tz clamping, not before
2020-05-19 18:43:33 +01:00
Monster Iestyn
12e1094143
We don't actually need x1 or x2 until these points in the function, at least for papersprites
2020-05-19 17:23:22 +01:00
Monster Iestyn
1a790235c6
added basic culling of papersprites if tx for either is too large, proper clamping to be added later
...
also removed some commented out old code
2020-05-19 17:19:44 +01:00
Monster Iestyn
c8320b6c9d
split "rot" into two variables: frame and rot, for frame number and rotation angle
...
it always bothered me that "rot" was used for both of the above, since it confused me as to what it was for every time I look at this function
2020-05-19 16:58:53 +01:00
Monster Iestyn
dd42682791
remove gxt and gyt, as they are unnecessary
...
also add a few comments to explain what tx/tz are
2020-05-19 16:48:50 +01:00
Louis-Antoine
d0abd6e86c
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into slope-cleanup
...
# Conflicts:
# src/hardware/hw_main.c
# src/p_spec.c
2020-05-18 16:14:05 +02:00
Louis-Antoine
a06c4a8c98
Rename P_GetZAt to P_GetSlopeZAt and P_GetZAt2 to P_GetZAt
2020-05-18 15:23:56 +02:00
Jaime Passos
00ac9deb5b
Fix missing sprite column
2020-05-15 16:17:31 -03:00
Jaime Passos
1a79f6246d
Merge remote-tracking branch 'origin/next' into pictureformats
2020-05-15 01:34:54 -03:00
Monster Iestyn
30105621d4
Merge branch 'master' into next
2020-05-06 21:51:36 +01:00
Hannu Hanhi
7e8543a408
More render stats for software mode, renamed and relocated some render stats variables
2020-05-02 23:13:53 +03:00
Monster Iestyn
1528f2aef8
Fix drop shadow and rotsprite code to use SHORT()
2020-05-02 17:13:16 +01:00
MascaraSnake
485a4e5035
Remove POLYOBJECTS and POLYOBJECTS_PLANES defines
2020-05-02 12:08:31 +02:00
Monster Iestyn
a71fe6445a
Merge branch 'master' into next
2020-04-23 18:49:53 +01:00
James R
4e7283c833
Merge branch 'pk3-directory-start' into 'next'
...
Don't skip the first directory entry of PK3 if it's a file
See merge request STJr/SRB2!764
2020-04-09 19:49:44 -04:00
toaster
ce2a1aa3b2
Minor optimisations surrounding R_DrawFlippedMaskedColumn.
...
* Replace the texheight parameter provided directly to it with a previously existing (now renamed) global used for the same purpose, so that it can be used as an interchangeable function pointer with R_DrawMaskedColumn.
* Using the above, optimise R_DrawVisSprite to call a function pointer in a tighter loop rather than check SC_VFLIP each time around.
* SHORT macro can involve repeated operations; calculate once and put in memory for both RANGECHECK and papersprite.
* Remove irrelevant range check (already covered by existing range check immediately above) from R_DrawFlippedMaskedColumn and R_DrawMaskedColumn.
* "Warning: avoiding a crash in %s %d" is a terrible error message, and it chips away at the tightness of the loop just for something most people will never see printed. Replace with a PARANOIA I_Error in case someone actively wants to go hunting for its cause.
2020-03-26 16:09:19 +00:00
Louis-Antoine
6f9422d380
Encapsulate plane height checks
2020-03-22 17:28:50 +01:00
Louis-Antoine
892a8dd6e7
Make SRB2 flat like Earth
2020-03-20 18:55:29 +01:00
Monster Iestyn
e81ef824d6
Set the "spritename" variable within R_AddSingleSpriteDef rather than externally to it, since R_InstallSpriteLump is the only place it gets used anyway
...
This way we don't have to make it some extern in order for r_skins.c to use it
2020-03-08 19:51:18 +00:00
Monster Iestyn
b2d9697e07
remove r_skins.c include in r_things.c, on second thoughts
2020-03-08 19:36:56 +00:00
Monster Iestyn
a67dbfff54
Create r_skins.c/.h, to contain skins code formerly in r_things.c/h
2020-03-08 19:32:07 +00:00
Jaime Passos
26e367eb9b
Merge remote-tracking branch 'origin/next' into pictureformats
2020-03-07 20:43:16 -03:00
Steel Titanium
76f26cda24
Merge branch 'master' into next
2020-02-21 21:01:29 -05:00
James R
7060083db5
Update copyright year to 2020
2020-02-19 14:08:45 -08:00
Jaime Passos
2893803c68
Merge remote-tracking branch 'origin/next' into pictureformats
2020-02-19 02:25:36 -03:00
James R
d0b9027d0a
Merge branch 'viewroll' into 'next'
...
Rolling
See merge request STJr/SRB2!690
2020-02-17 00:10:57 -05:00
fickleheart
c4b390bc76
Merge remote-tracking branch 'upstream/master' into viewroll
2020-02-16 21:32:57 -06:00
MascaraSnake
512c6f24a9
Clean up the mess that is extracolormap_t::fog
2020-02-16 20:19:24 +01:00
James R
841094976b
Add flag name variant of SF_NONIGHTSROTATION to S_SKIN
2020-02-12 18:02:36 -08:00
James R
0a53f91820
Don't skip the first directory entry of PK3 if it's a file
...
Also puts the marker skipping in the WAD API.
2020-02-07 19:41:45 -08:00
James R
4238003887
Merge remote-tracking branch 'origin/master' into next
2020-01-30 23:54:56 -08:00
Jaime Passos
f4a976f3be
Merge remote-tracking branch 'origin/next' into pictureformats
2020-01-20 16:53:41 -03:00
fickleheart
8868fc4d8a
Fix lighting discrepancies between different FOVs
2020-01-18 00:16:18 -06:00
fickleheart
1d221a453a
Avoid rendering unused left/right edges of screen while rolling
2020-01-17 23:21:11 -06:00
James R
94a2f0bb4f
Don't draw Tails' tails in first person (MF2_LINKDRAW)
2020-01-17 20:56:32 -08:00
James R
762223db7c
Duplicated code is gone, so sad
2020-01-17 20:53:36 -08:00
fickleheart
f59ed6b2f4
DOUBLE DAMNIT
2020-01-17 00:34:57 -06:00
fickleheart
d39d8506ca
Let nerds turn off shadows
2020-01-17 00:20:10 -06:00
fickleheart
9a4ad20947
DAMNIT
2020-01-17 00:13:13 -06:00
fickleheart
f0843cba13
Let vissprites have shadows too
...
fuck it, hopefully it works
2020-01-17 00:13:05 -06:00
James R
542e38e717
Don't draw player mobj in first person
...
This solves that annoying albeit slightly amusing bug
where your sprite clips into your view during a quake.
For OpenGL, this also solves the player's model
rendering while in first person. So you'll no
longer be looking through Sonic's body!
2020-01-16 03:18:05 -08:00
fickleheart
9e101fc2bb
Limit shadow Y scale to prevent graphical bugs
2020-01-12 09:10:09 -06:00
fickleheart
ba8ff3d502
Add mobj shadowscale property
2020-01-11 18:24:08 -06:00
fickleheart
1b0a3d0fe3
Use dedicated shadow graphic
2020-01-11 17:56:49 -06:00
fickleheart
27bd7e4a7f
Merge remote-tracking branch 'upstream/next' into software-dropshadows
2020-01-11 17:09:57 -06:00
Monster Iestyn
c7ab065b0a
Merge branch 'master' into next
2020-01-11 18:38:09 +00:00
James R
dc151fc7a4
Merge branch 'accurate-papersprites' into 'master'
...
Accurate papersprite projection
See merge request STJr/SRB2!657
2020-01-10 16:02:23 -05:00
Jaime Passos
c1acdfe52e
Merge remote-tracking branch 'origin/next' into pictureformats
2020-01-10 04:11:26 -03:00
fickleheart
7d2402ac62
Fix shadows under hiresscale characters
2020-01-08 23:33:43 -06:00
fickleheart
9e8d20504e
Refactor shadow scale into an argument
2020-01-08 23:24:31 -06:00
fickleheart
fa4b49d52c
Refactor shadow floor finding code a bit
...
I tried to fix ring shadows on polyobjects and got this in return:
https://media.discordapp.net/attachments/629477786943356938/664695818913185822/srb20156.png
2020-01-08 23:19:52 -06:00
fickleheart
a7edf51cb9
Stop misusing papersprite vars for sprite skew
2020-01-08 21:52:10 -06:00
fickleheart
ef4974ab4d
Apply portal clipping to drop shadows too
2020-01-08 21:37:44 -06:00
fickleheart
8757194d73
Make ring shadows smaller and fix scale bug
2020-01-08 21:37:43 -06:00
fickleheart
c078ab630d
Fix more shadow crashes and save my sanity
2020-01-08 21:37:41 -06:00
fickleheart
9c49e020c3
FUCK IT, SLOPED SHADOWS NOW
2020-01-08 21:37:40 -06:00
fickleheart
5929b4797e
This acursed crash-inducing typo spat in my face and called me a bitch
2020-01-08 21:37:39 -06:00
fickleheart
c46c92d605
Prevent linkdraw sprites from connecting to shadows
2020-01-08 21:37:38 -06:00
fickleheart
48c1ce3ac3
Add render-based drop shadows to some objects
...
Uses a hardcoded list for now. I was experiencing some
crashes with this, but the shadowyscale check seems to
have suppressed them.
2020-01-08 21:37:36 -06:00
fickleheart
ccc473917e
Check for papersprites per-sprite instead of per-row
...
In theory, should be a performance improvement. In practice idk
2020-01-08 21:14:11 -06:00
fickleheart
1790891fd8
Reduce disappearance of vissprites close to the camera
2020-01-08 21:14:09 -06:00
fickleheart
c0380a3052
Make papersprite projection completely correct in software
...
I heard properpaper had some weird crashes? I couldn't reproduce
them no matter how hard I tried, but I added some bounds checking
to this version too just in case. Gotta get other people's help
to try to reproduce those.
2020-01-08 21:14:07 -06:00
toaster
d89050f073
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into public_hexang
...
# Conflicts:
# src/r_defs.h
2020-01-08 21:47:47 +00:00
James R
7deb18bdc9
Merge remote-tracking branch 'origin/master' into next
2020-01-08 13:27:14 -08:00
toaster
0b1108425d
Hexafaceted sprite angle support (See merge request description coming soon).
...
Also, some minor memory efficiency fixes to both rotsprite and ordinary sprite rotations.
2020-01-08 20:49:14 +00:00
Jaime Passos
b8625d9efb
AA trees are not needed at all for rotated patches
2020-01-07 16:10:38 -03:00
Jaime Passos
5a2ad5c2f3
Merge remote-tracking branch 'origin/next' into pictureformats
2020-01-07 16:10:25 -03:00
Jaime Passos
edb0bbcd6d
Cleanup, NOW
2020-01-06 20:16:48 -03:00
Jaime Passos
a1af6b9134
Picture formats test
2020-01-06 18:22:23 -03:00
Jaime Passos
03245b28fd
Merge remote-tracking branch 'origin/master' into more-opengl-fixes
2020-01-05 22:04:51 -03:00
Jaime Passos
6d754821fb
AA trees are not needed at all for rotated patches
2020-01-05 03:10:03 -03:00
Alam Ed Arias
a26c5f5428
Merge branch 'master' into next
2020-01-03 14:56:37 -05:00
Louis-Antoine
b45ee059e3
Fix major issue
2020-01-03 02:58:23 +01:00
Jaime Passos
c7794d4ce0
Remove unused parameter
2020-01-01 17:36:55 -03:00
James R
939814d479
Merge remote-tracking branch 'origin/master' into next
2019-12-30 22:37:24 -08:00
James R
36c5bb7b0d
Fix NOHW compiling
2019-12-30 20:18:08 -08:00
James R
fc8c0f8a9a
Merge remote-tracking branch 'origin/master' into next
2019-12-30 13:16:53 -08:00
James R
152a63b682
Merge branch 'rotsprite3' into 'next'
...
More rollangle changes
See merge request STJr/SRB2!582
2019-12-27 16:49:21 -05:00
James R
69ad41e58e
Merge branch 'skinusable-fix' into 'next'
...
Fix edge case with R_SkinUsable
See merge request STJr/SRB2!573
2019-12-27 16:49:06 -05:00
Jaime Passos
5ea43aa023
Fix sprite rotation crashes.
2019-12-27 00:37:40 -03:00
Jaime Passos
56fd29a42a
stuff
2019-12-26 21:27:30 -03:00
Steel Titanium
f0ef4e3193
Fix edge case with R_SkinUsable
2019-12-24 18:31:47 -05:00
Jaime Passos
6779c508e7
Satisfy rollangle table with a 3deg angle
2019-12-23 12:19:05 -03:00
Jaime Passos
fa58c1fb26
stuff
2019-12-13 12:26:47 -03:00
toaster
0bd1399c52
Revert paperprojection, but keep it as a #define in case someone fixes it in a patch.
2019-12-07 10:22:10 +00:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
toaster
7c7f258c2d
Another potential papersprite crash fix, but way more confident about this one.
2019-12-05 09:28:28 +00:00
MascaraSnake
e6f1b82cc4
Merge branch 'minusoneframes' into 'master'
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Minus One Frames
See merge request STJr/SRB2Internal!593
2019-12-04 17:15:51 -05:00
toaster
e75490c99d
Semi-hacky fix to R_AddSpriteDefs printing Added -1 frames in 0 sprites
: if the start marker is equal to or beyond the end marker, none of r_things' for (l = startlump; l < endlump; l++)
loops will run, so just assume no sprites.
...
Simply put, `W_CheckNumForFolderStartPK3` and its `End` equivalent will never return INT16_MAX for nonexistence, and I don't want to break any assumptions elsewhere by modifying those functions directly, so this is the simplest possible fix.
2019-12-03 21:05:05 +00:00
toaster
f21ebaea0c
Nail a likely culprit in papersprite rendering for #427 and #375 .
2019-12-01 13:21:41 +00:00
toaster
3594623891
Courteousy of fickle, an adjustment to papersprite rendering that prevents the object's x1 and x2 being slightly off where they should be. Not perfect, but absolutely better than it was!
...
Also, tweak the Minecart segment spawning position, since this was originally placed based on the awkward rendering.
2019-11-24 16:42:13 +00:00
toaster
66001cc73c
Resolve #288 .
...
* Fix off-by-one error I caused in the skin randomisation selection.
* Clean up signcolour set to never go outside of valid entry range.
* Fix the preventing-console-spam mechanism for invalid sprites viewed in-game by only setting the state's sprite/frame to S_UNKNOWN's if the object's sprite/frame is currenly equal to the state's.
2019-11-15 12:47:21 +00:00
MascaraSnake
8f6890025c
Merge branch 'secretstuff' into 'master'
...
The letter
See merge request STJr/SRB2Internal!438
2019-11-14 17:49:23 -05:00
toaster
278ddcf770
Merge branch 'rotsprite_i' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into rotsprite_toast
2019-11-14 17:15:34 +00:00
Jaime Passos
8506d420a6
Optimise
2019-11-14 14:12:36 -03:00
toaster
afe28b0a0a
* Remove the 22(!!) NiGHTS sprite2s that no longer get used in ROTSPRITE builds (which should be our main builds going forward).
...
* Rename `SPR2_NGT0` to `SPR2_NFLY`, and `SPR2_DRL0` to `SPR2_NDRL` to account for this. (requires modifying player.dta)
2019-11-14 17:03:02 +00:00
Jaime Passos
4292c5fc0b
Other things I missed. Also added SF_NONIGHTSROTATION. Do I even have to keep the old behaviour? I have no idea.
2019-11-14 12:27:22 -03:00
Jaime Passos
b54f6181c3
Rotation axis (will rename internally later)
2019-11-13 12:36:44 -03:00
Jaime Passos
245881ec55
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-12 21:38:02 -03:00
toaster
5729ba3cd2
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into metalrecording
...
# Conflicts:
# src/p_user.c
2019-11-12 21:56:46 +00:00
MascaraSnake
66123b8165
Merge branch 'internal-md3-vanilla-c' into 'master'
...
Internal MD3 merge 2 good riddance glBegin
See merge request STJr/SRB2Internal!362
2019-11-12 15:44:20 -05:00
MascaraSnake
6b567bfb5c
Merge branch 'dashmodecut' into 'master'
...
Dashmode polish
Closes #266
See merge request STJr/SRB2Internal!418
2019-11-12 15:40:46 -05:00
Jaime Passos
91a01be891
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-11 14:41:55 -03:00
James R
6ac613b2ca
Move this "skin wads" check so that PK3 can work with it
2019-11-07 18:27:06 -08:00
Jaime Passos
e78999549b
Hopefully the last time this week I'll ever touch these files
2019-11-06 20:41:55 -03:00
Jaime Passos
4ff769704a
function renaming
2019-11-05 10:28:19 -03:00
toaster
915e50a1e4
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
417f17ebdd
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
toaster
67f5b2245f
Secret stuff. (I intend to keep candid discussion of this outside of any commits; you'll see me write up a comment describing what's going on here soon.)
2019-11-01 15:48:50 +00:00
toaster
67a99f6334
ACTUALLY applied colorized flashing for dashmode to non-SF_MACHINE players, which wasn't happening for non-transparent players because :VVV
2019-10-30 17:16:44 +00:00
toaster
1906709cf2
* Improve the Metal Sonic recording/playback system.
...
* Make the skin to record with Metal rather than Flesh Sonic. (Allowed even if not unlocked!)
* Make the object that plays back the recording actually use the Metal skin, rather than just a seperate spriteset. (The boss will still need the spriteset, though.)
* Actively record the player's sprite2, frame, and followmobj, just like regular ghosts do.
* Disable dashmode while recording, for a fairer race.
* Fix a probably long-standing bug where, while recording, being "hurt" would get Metal stuck in pain frames until they physically left the area of hurt.
* Always start Metal recording in wait frames for bonus taunting.
Other relevant changes:
* Increment DEMOVERSION *again*.
* Improve the Record Attack ghost followmobj recording to accomodate Metal's jet.
* Increase the datatype width of spritenum_t read/write for Record Attack ghosts because SUGOI 4: Back With A Revengance will probably also use more than 255 sprites alone.
* Return to standing frames (or prolong them if you're in them, rather than going to wait frames) if the player rotates on the spot with enough force.
* This was specifically done *for* Metal recording, but I decided it looked good enough to enable all the time.
2019-10-28 22:12:47 +00:00
Jaime Passos
a22af36305
add r_patch.c
2019-10-28 15:28:42 -03:00
Jaime Passos
79e99dc471
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-10-28 14:29:10 -03:00
toaster
9e8733be42
Make player flash colorized when dashmode if not SF_MACHINE, per Sonic Advance 2.
2019-10-27 13:07:06 +00:00
lachwright
7be046e16c
Fix compile warnings
2019-10-23 13:46:30 +08:00
lachwright
6d498fe357
Allow machine skins to damage objects in dashmode
2019-10-23 13:41:32 +08:00
lachwright
441aceb116
Add new dashmode colormap
2019-10-21 04:37:56 +08:00
MascaraSnake
01fbb91f7e
Merge branch 'bogus_requestskin' into 'master'
...
Fix bogus "requested skin not found!" print
Closes #247
See merge request STJr/SRB2Internal!373
2019-10-13 11:07:59 -04:00
toaster
e62d097265
Fix "requested skin not found!" print happening whenever you select an unlockable character.
...
Also, since I'm less paranoid now - readd the skin number to its print.
2019-10-13 15:10:19 +01:00
toaster
a550eb79d3
Additional crash fix for papersprites.
2019-10-13 11:53:53 +01:00
MascaraSnake
68599ccc63
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
Jaime Passos
d67804cb9c
png fix yes so cool
2019-09-29 19:10:49 -03:00
Jaime Passos
7eb5155240
sprite2info soc yummy yummy yes
2019-09-29 19:03:10 -03:00
Jaime Passos
318fde6ae7
Giant mistake
2019-09-29 14:12:53 -03:00
Jaime Passos
4a0848acd7
I want to be able to stack skins in a sprite2 block
2019-09-29 12:41:15 -03:00
Jaime Passos
82be346091
change comment and error message
2019-09-29 12:16:38 -03:00
Jaime Passos
c268743220
hehee
2019-09-29 12:13:51 -03:00
Jaime Passos
73e4e67595
JIMITA DO THE SOC
2019-09-28 19:13:51 -03:00
Jaime Passos
b74cfca3e2
JIMITA DO TH EROTSPRITE
2019-09-28 17:56:27 -03:00
Jaime Passos
8aefc03409
quick maths
2019-09-28 13:40:40 -03:00
Jaime Passos
6574e1a7d3
memory management
2019-09-28 12:50:07 -03:00
Jaime Passos
5118f8589d
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-09-28 12:14:55 -03:00
Alam Arias
530b5784b8
platersprite_t is not the same as unsigned
2019-09-19 21:42:59 -04:00
Nev3r
777e7f8760
Merge branch 'deathstuff' into 'master'
...
Lots of death stuff
Closes #207
See merge request STJr/SRB2Internal!306
2019-09-16 16:32:45 -04:00
toaster
9006bdd6a3
I_Error if no frames are found for a loaded skin's SPR2_STND subspriteset, given this is what everything will default to if nothing else is provided, and I really don't wanna go across the code adding checks for sprite2s not existing (since R_GetSkinSprite2, under all circumstances other than this one, is capable of bouncing back).
2019-09-12 12:52:25 +01:00
Jaime Passos
aa91627ba2
Allow PNG graphics to be used as patches
...
Also allows them to be used as sprites.
2019-09-11 16:59:28 -03:00
toaster
ed5e8c486c
Continue screen! With aaaaaall the new assets to go with it.
...
* https://cdn.discordapp.com/attachments/428262628893261828/621129794045870108/srb20077.gif
* https://cdn.discordapp.com/attachments/428262628893261828/621129785124585502/srb20078.gif
* I will be accepting no further questions at this time.
2019-09-11 00:50:51 +01:00
Jaime Passos
f68652aa66
I
2019-08-18 14:16:48 -03:00
Alam Ed Arias
a6fe6ebcd3
Fix signed vs unsigned comapre
2019-08-07 12:41:22 -04:00
toaster
a87e1b8aa6
Fix inadvertent fallthrough and associated whitespace.
2019-08-04 10:27:36 +01:00
mazmazz
5b284c8170
gcc7 compile fixes (Fall through; spr2 var comparison)
2019-08-03 23:01:10 -04:00
toaster
8a0f1e7ed4
Merge branch 'ending' into 'master'
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ENDINGS
See merge request STJr/SRB2Internal!264
2019-08-03 16:23:51 -04:00
Alam Ed Arias
b77780e1e7
Fix building with MSVC
2019-07-29 19:02:45 -04:00
toaster
063e350c63
A good and bad ending cutscene now exist.
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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