toasterbabe
780f9b1645
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
toasterbabe
8941379c64
Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.
2017-07-22 23:24:12 +01:00
Monster Iestyn
817f0908e4
made HWR_CreateBlendedTexture's color switch case take up not so many lines, and only one V_GetColor call is used now
2016-11-07 18:34:51 +00:00
Monster Iestyn
bbd67a6960
Merge branch 'master' into opengl-improvements
2016-11-06 18:02:34 +00:00
Monster Iestyn
cb1fbbf345
Merge branch 'public_next'
2016-11-06 18:02:12 +00:00
Monster Iestyn
2dfb841c38
Correcting slight mistake I made
2016-11-06 17:50:04 +00:00
Monster Iestyn
05860b2fa1
Ensure file is closed whenever MD2 reading errors happen
2016-11-05 20:51:48 +00:00
Monster Iestyn
b00c680437
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2016-11-05 20:40:48 +00:00
Monster Iestyn
2df7d8c4aa
Merge branch 'public_next'
2016-11-05 19:52:27 +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
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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
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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
toasterbabe
c70661186a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/dehacked.c
# src/p_inter.c
# src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe
28523760c3
FF_VERTICALFLIP, since I've been messing around with sprite stuff.
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* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe
b3b6d5c4f9
woops, renamed superwhite to supersilver during writing and forgot to change this comment
2016-08-10 19:54:07 +01:00
toasterbabe
810e1ec041
SUPERCOLOR BONANZA COMMIT.
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* Several new supercolours.
- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"
* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)
* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
Alam Ed Arias
e5a14d859e
Merge branch 'public_next' into private
2016-05-27 11:37:09 -04:00
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
Inuyasha
50d3fe15b8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/d_main.c
# src/doomdef.h
2016-03-31 21:17:29 -07:00
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
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
toasterbabe
f59c8d20e5
fix md2 blendcolors for reduced palette
2016-02-11 18:37:53 -05:00
Alam Ed Arias
e4ad95856f
Merge branch 'public_next' into master
2016-02-09 14:49:17 -05:00
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
d09016c808
Merge branch 'public_next' into master
2016-02-09 14:19:50 -05:00
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
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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
Sean Ryder
b7ebb8186d
Fix MD2 interpolation for FF_ANIMATE states
2016-02-09 16:20:18 +00:00
Sean Ryder
7d914913dd
Tabbing
2016-01-20 15:55:32 +00:00
Alam Ed Arias
1a56d48cd9
Merge branch 'public_next' into master
2016-01-14 12:37:04 -05:00
RedEnchilada
b9b1e2b298
Fix MD2s
2016-01-02 21:53:43 -06:00
Sryder13
d050a60f36
Change a few colours.
2015-08-03 02:01:56 +01:00
Sryder13
cc3d3a67e6
Colour Changing MD2s
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I don't know how I can move my old branch over so I've just created a new one.
2015-07-26 20:14:47 +01:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
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Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
f0054be951
whitespace fixup
2015-06-18 10:05:51 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
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Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
c93ae69d9d
Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
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SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
MonsterIestyn
93734b6d60
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
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Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:36 -06:00
Sryder13
781dd16fa6
Fix THOK MD2's not rotating with camera
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Will also fix any other case that an mobj has a skin and a single frame.
2014-09-10 00:22:39 +01:00
Sryder13
5b324924ff
Undo MD2 Spin Frame Interpolation
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Because apparently people don't like them like that.
2014-04-17 11:57:10 +01:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Sryder13
b63e99efd8
OpenGL Screen Flip
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Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Sryder13
7e04e679a9
Player Spin Frame MD2 Interpolation
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Player spin frames on MD2's interpolate correctly when moving slowly.
2014-04-07 12:37:15 +01:00