Monster Iestyn
42f985cda5
Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha
2016-11-16 12:10:56 +00:00
Monster Iestyn
0726dbe018
Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height
...
Oh well, we're part of the way there, anyway
2016-11-15 20:33:07 +00:00
Monster Iestyn
2dfb841c38
Correcting slight mistake I made
2016-11-06 17:50:04 +00:00
Monster Iestyn
8909b7c27b
Change >= to >, I THINK having exactly 4096 vertices is safe?
2016-11-05 17:38:36 +00:00
Monster Iestyn
efe02e2a42
allow triangle/frame limits too
2016-11-03 22:53:49 +00:00
Monster Iestyn
561a0fe768
Attempt loading of an MD2 only once; if we failed then don't bother again
...
This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn
2ec972af54
check numVertices, bail out and print error message if there are too many
...
I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00
Monster Iestyn
2870e19f7f
Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
...
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
Alam Ed Arias
2c8008e11e
NULL checks
2016-06-13 10:07:10 -04:00
Alam Ed Arias
1e507d3d1e
added printf checks to hardware's I_Error
2016-06-12 16:08:48 -04:00
Alam Ed Arias
1e3631425f
r_opengl: move DrawMD2i code to DrawMD2Ex
2016-06-12 16:08:48 -04:00
Monster Iestyn
4c422f6605
OpenGL: closed door/window detection code now accounts for slopes, just like in software
2016-06-04 18:31:21 +01:00
Monster Iestyn
c863e311fe
OpenGL: Fix upper texture Effect 1 only skewing
2016-06-01 19:22:54 +01:00
Monster Iestyn
bf85cc25bd
OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
2016-06-01 18:51:38 +01:00
Monster Iestyn
0081397920
OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved
2016-05-27 14:53:36 +01:00
Alam Ed Arias
20dcf138e2
hardware: let not break MSVC support
2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d
hardware: start the surf as clean
2016-05-27 01:19:16 -04:00
Alam Ed Arias
57091261d9
MSVC: fixed up MSVC project
2016-05-21 23:53:04 -04:00
Alam Ed Arias
e2a5783521
Merge branch 'master' into next
2016-05-19 01:39:45 -04:00
Alam Ed Arias
ab9f2ea831
MSVC: fixup Debug build linked
2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44
Merge branch 'master' into next
2016-05-18 20:07:27 -04:00
Alam Ed Arias
5aa48cf7ca
fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX
2016-05-18 01:35:35 -04:00
Monster Iestyn
f0bea2cebf
Merge branch 'next' into gl-slopes
2016-05-02 22:51:51 +01:00
Alam Ed Arias
26f78de3b4
Merge branch 'master' into next
2016-04-30 11:45:11 -04:00
Sean Ryder
0eb41b4450
Flip fade mask Y coordinates
...
For some reason every texture and flat loaded into GL is vertically flipped
2016-04-30 13:40:00 +01:00
Sean Ryder
d2d73f085d
Change internal formats of screen fade texture to RGB
...
Don't think either of them need RGBA
2016-04-29 20:56:46 +01:00
Sean Ryder
55a1de899c
The fade masks textures should use an alpha format
...
So they don't get effected by the texture format set by the screen depth
GL_RGB5_A1 from 16-bit was removing all alpha from the texture
2016-04-29 18:58:20 +01:00
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
Monster Iestyn
c833f3845f
Merge branch 'next' into bp_random2
2016-04-20 18:18:28 +01:00
Monster Iestyn
11c24f5ab6
Merge branch 'next' into gl-slopes
...
# Conflicts:
# src/hardware/hw_main.c
2016-04-09 22:12:29 +01:00
Inuyasha
0dd92e9396
V_DrawFill in OGL now consistent with software
2016-04-06 18:33:38 -07:00
Alam Ed Arias
a935ac21e8
Merge branch 'next' into bp_random2
2016-03-30 20:40:48 -04:00
Alam Ed Arias
51aa7692d8
Merge branch 'master' into next
2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d
removed/remline ununsed code
2016-03-30 14:05:07 -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
Inuyasha
5a38088623
Well, we don't need "experimental" slopes anymore either
...
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
Alam Ed Arias
0369f39ef4
Merge branch 'master' into gl-slopes
2016-02-22 00:15:26 -05:00
RedEnchilada
bcd05b1c63
Also fixed it for MD2s
2016-02-21 23:04:14 -06:00
RedEnchilada
ce793dfe28
Fix vissprite-related crashing in OGL
2016-02-21 22:50:29 -06:00
Monster Iestyn
f87f1b7b1a
Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever)
2016-02-21 11:37:59 -06:00
Monster Iestyn
5d1c8d2968
My cherry picking somehow lead to these functions being doubled ...whoops
2016-02-09 19:35:04 +00:00
Alam Ed Arias
6000b5c980
Merge branch 'master' into next
2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6
Tabbing
2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58
Change a few colours.
2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Monster Iestyn
700c9c2e70
Merge branch 'md2_colourchange' into 'master'
...
Colour Changing MD2s
What it says it is, I haven't touched it in quite a while, but I have checked and it seems to be working.
See merge request !30
2016-02-09 13:03:52 -05:00
Sean Ryder
b7ebb8186d
Fix MD2 interpolation for FF_ANIMATE states
2016-02-09 16:20:18 +00:00
Inuyasha
f17be6641e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:00:28 -08:00