Jaime Passos
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3bebfb279e
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Fix gr_anisotropicmode
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2019-12-12 18:28:05 -03:00 |
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Jaime Passos
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58a08504c8
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Make gr_spritebillboarding on by default sorry not sorry Azeon
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2019-12-12 17:48:43 -03:00 |
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Jaime Passos
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a4b0195430
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Model lighting
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2019-12-12 17:48:29 -03:00 |
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Jaime Passos
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9246526e8a
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Merge remote-tracking branch 'origin/master' into opengl-is-a-bad-renderer
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2019-12-12 17:39:18 -03:00 |
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Jaime Passos
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f077d17301
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Save filtering mode and anisotropic mode cvars to config
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2019-12-12 17:37:55 -03:00 |
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Jaime Passos
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db61d1a705
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Remove HWR_AddEngineCommands
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2019-12-12 17:35:41 -03:00 |
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Jaime Passos
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bf520b9e33
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Please, for the love of God, Jesus and Bastet, ADD EVERY OPENGL COMMAND REGARDLESS OF THE FREAKING RENDERER!!!!!!!!!!!!!!!!!!!!!!!!!!!
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2019-12-12 17:30:19 -03:00 |
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Jaime Passos
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b7c7529e75
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Don't reset the FOV
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2019-12-12 17:06:04 -03:00 |
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Jaime Passos
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08e3caf9bb
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Remove unused cvars
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2019-12-12 16:53:31 -03:00 |
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Jaime Passos
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792750ee48
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Add HWD_SET_MODEL_LIGHTING state
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2019-12-12 16:48:37 -03:00 |
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Nev3r
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c5d8fe4752
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Fix oversight on mapthing spawn Z calculation; ONFLOORZ and ONCEILINGZ don't equal to spawning the object at the base plane intersection.
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2019-12-12 15:04:48 +01:00 |
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Nev3r
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c64a9d7ae9
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Stop things from becoming Chocapic in THZ3, ACZ2, and special stages.
Temporarily revert function call order for mapthings.
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2019-12-12 11:37:48 +01:00 |
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Nev3r
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ec9f727e53
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Move map data load procedure to separate functions.
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2019-12-12 11:16:55 +01:00 |
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Nev3r
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43cbad200c
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Move loading functions around a bit and refactor the stage data allocation code.
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2019-12-12 10:35:38 +01:00 |
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Jaime Passos
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ea129f701c
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Fix Ploadflat closing the game with "Too many flats in level" error message
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2019-12-11 22:45:47 -03:00 |
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Tatsuru
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d40359ee02
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Hugging now requires being in the same Z position
Don't try this at home
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2019-12-11 19:13:22 -06:00 |
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Jaime Passos
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e01eb19044
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Sad!
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2019-12-11 22:11:00 -03:00 |
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Jaime Passos
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0652ffd67f
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Merge remote-tracking branch 'origin/master' into flats-in-walls
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2019-12-11 21:53:47 -03:00 |
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James R
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6bd5246edd
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Merge remote-tracking branch 'dev-origin/master'
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2019-12-11 16:21:18 -08:00 |
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James R
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7a59ade63d
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Merge branch 'garbage' into 'master'
memset SERVERINFO maptitle
See merge request STJr/SRB2Internal!624
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2019-12-11 19:19:29 -05:00 |
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James R
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6464df9876
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Maybe I'm mistaken but this probably isn't needed
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2019-12-11 16:14:06 -08:00 |
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lachwright
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8a70759e0a
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Add TC_DASHMODE color shader
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2019-12-12 01:27:41 +08:00 |
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Nev3r
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edfe053cc3
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Treat warnings as errors; comment out unused function.
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2019-12-11 16:37:41 +01:00 |
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Jaime Passos
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be13f463f0
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Update r_plane.c
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2019-12-11 12:36:54 -03:00 |
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Nev3r
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d34fd4b755
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Epic oversight in upside-down spawn offset.
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2019-12-11 15:48:44 +01:00 |
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Jaime Passos
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dedd5527da
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Restore portal culling code that went gone by pure accident
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2019-12-11 11:35:34 -03:00 |
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Nev3r
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222336ac0b
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Oversight, do not free the data yet vres_Free() does it already at the end.
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2019-12-11 15:16:56 +01:00 |
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Nev3r
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4d3ec6db41
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Merge branch 'virtres' of https://git.magicalgirl.moe/STJr/SRB2/ into virtres
# Conflicts:
# src/p_setup.c
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2019-12-11 14:44:42 +01:00 |
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Nev3r
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a87a9e6ff6
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Remove wrappers and dupes for map lump reading, as they are no longer used.
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2019-12-11 14:40:31 +01:00 |
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Nev3r
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9952bae5ee
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P_MakeMapMD5() now uses virtres.
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2019-12-11 14:20:08 +01:00 |
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Nev3r
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14ad3b938e
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Use virtres in P_SpawnSpecials(). Whether accessing the lump again here is right or not is also a different question.
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2019-12-11 14:04:09 +01:00 |
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Nev3r
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4d86dc11a6
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'prepare' mapthings using virtres in P_LevelInitStuff(). Whether 'preparing' them or not is actually necessary is another matter.
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2019-12-11 13:54:15 +01:00 |
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Nev3r
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bf5a2c68d5
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P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
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2019-12-11 13:22:07 +01:00 |
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Nev3r
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f7c69f0c1c
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P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
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2019-12-11 12:48:41 +01:00 |
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Nev3r
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854d50f479
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Added 'virtual resource' mechanism for temporary memory loaded lump lists. If you can come up with a better name then I'm all ears.
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2019-12-11 11:44:46 +01:00 |
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Nev3r
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d2cbdd4fb1
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Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.
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2019-12-11 11:10:31 +01:00 |
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Nev3r
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584348b91e
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Do not use mapthing flags to spawn hoops and rings; use the the previously set mapthing Z instead.
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2019-12-11 10:13:52 +01:00 |
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GoldenTails
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07316fc5bd
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Stop characters from being able to activate their abilities when doing a shield ability!
Fixes #61.
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2019-12-10 23:55:52 -06:00 |
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Jaime Passos
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f51253a0a8
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Tilted water
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2019-12-10 17:01:19 -03:00 |
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Nev3r
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ca6a7ffbb3
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Fix NiGHTS bumpers height.
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2019-12-10 18:53:49 +01:00 |
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Steel Titanium
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9ab00049dc
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appveyor: Forgot to change version to 2.2.0
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2019-12-10 12:53:15 -05:00 |
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Nev3r
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8466dc5813
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Move mobj spawn Z calculating to a separate function.
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2019-12-10 18:03:15 +01:00 |
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Nev3r
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3dfa526eea
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Separate Emerald Hunt emerald spawning into another function.
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2019-12-10 14:21:08 +01:00 |
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Nev3r
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6fe6db8e18
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Removed seemingly redundant (and incorrect) mapthing Z load code.
The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
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2019-12-09 14:05:22 +01:00 |
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Nev3r
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8ea7dd418a
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Move the axis spawning code out of the mapthing read function, and read the mapthing z in the mapthing read function.
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2019-12-09 13:26:31 +01:00 |
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Jaime Passos
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4d83db5bb2
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Die, Apple!
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2019-12-08 22:31:59 -03:00 |
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Jaime Passos
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5c02bc59db
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Speed up level loading
Don't flush every texture just because the palette MAY have changed
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2019-12-08 22:28:13 -03:00 |
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Jaime Passos
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c6769e7220
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Die
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2019-12-08 22:12:56 -03:00 |
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Jaime Passos
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7f58002e12
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Merge branch 'opengl-is-a-bad-renderer' of https://git.magicalgirl.moe/STJr/SRB2 into opengl-is-a-bad-renderer
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2019-12-08 21:10:48 -03:00 |
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Jaime Passos
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25464c867a
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Translate the French
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2019-12-08 21:10:14 -03:00 |
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