spherallic
14295ac7de
2022
2022-03-03 20:24:46 +01:00
sphere
7601afb6c1
blentran part 3: Wall & plane blendmodes.
2021-12-05 00:48:21 +01:00
Monster Iestyn
090e5384d5
Merge branch 'blendmode-rangecheck' into 'next'
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Handle invalid blend modes
See merge request STJr/SRB2!1486
2021-06-05 09:02:31 -04:00
Nev3r
ab06ff011e
Merge branch 'colorfret' into 'next'
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Respect mobj->color while enemies & bosses flash (resolves #531 )
Closes #531
See merge request STJr/SRB2!1513
2021-06-01 02:31:22 -04:00
Nev3r
b978bc4507
Merge branch 'sw-tilted-npo2-span-opt' into 'next'
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NPO2 slope span optimization
See merge request STJr/SRB2!1216
2021-05-29 09:30:58 -04:00
lachablock
4e5c3566c9
Respect mobj->color while enemies & bosses flash
2021-05-22 16:52:01 +10:00
Jaime Ita Passos
548554431b
Handle invalid blend modes properly
2021-04-27 00:20:41 -03:00
Jaime Ita Passos
0d4d2ed6d8
Fix blend tables generation
2021-04-13 12:11:31 -03:00
Jaime Ita Passos
59be35e533
Rename functions, make more efficient, fix subtractive in Software
2021-03-30 22:12:31 -03:00
Jaime Ita Passos
eece82c481
Blend modes revision
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This changes how blend modes render, and includes fixes.
2021-03-30 17:03:05 -03:00
Jaime Ita Passos
94fe7a3d8c
Change I_Error message
2021-02-28 17:47:12 -03:00
Jaime Ita Passos
401271feb7
Fix translation colormap cache rebuilding using the old translation enumerations
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This was causing a buffer underwrite too. Lovely.
2021-02-28 17:05:25 -03:00
Jaime Passos
8f65b98c24
Remove NOWATER define
2020-11-05 00:00:08 -03:00
Jaime Passos
c07c80fd9e
Plane optimization and cleanup
2020-11-04 23:46:34 -03:00
Jaime Passos
b872222b50
Implement blend modes
2020-10-27 00:03:41 -03:00
Hannu Hanhi
86ad187f05
NPO2 slope span optimization
2020-10-26 00:26:15 +02:00
Jaime Passos
cc97e22e2f
Changes to sprite rendering:
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- Added render flags (see r_defs.h)
- Implemented floor splats
- Drop shadow sprite rendering through render flags
2020-10-12 00:13:22 -03:00
SwitchKaze
734033250d
Fix skincolor-related memory leak
2020-07-14 17:09:31 -05:00
kaysrishaq
0f9e3554e2
various color fixes
2020-07-12 07:39:52 -04:00
SwitchKaze
b37c73b008
Make colors UINT16, increase color freeslots to 1024
2020-05-23 19:35:36 -05:00
SwitchKaze
46191cade7
Update to 2.2.4
2020-05-22 16:47:51 -05:00
James R
78613ec445
Merge branch 'supergoldedit' into 'next'
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Change SKINCOLOR_SUPERGOLD1-5
See merge request STJr/SRB2!805
2020-04-09 19:50:06 -04:00
Louis-Antoine
892a8dd6e7
Make SRB2 flat like Earth
2020-03-20 18:55:29 +01:00
Snu
2dc72219e7
Merge branch 'master' into supergoldedit
2020-02-23 17:57:39 +00:00
SwitchKaze
6415e10216
Merge branch 'next' of https://github.com/STJr/SRB2 into next-luacolors
2020-02-23 11:50:13 -05:00
James Hale
56b67a3b4f
Custom skincolors
2020-02-21 21:56:39 -05:00
Steel Titanium
76f26cda24
Merge branch 'master' into next
2020-02-21 21:01:29 -05:00
Snu
2a93ddc2dd
Change SKINCOLOR_SUPERGOLD1-5
2020-02-20 21:53:21 +00:00
James R
7060083db5
Update copyright year to 2020
2020-02-19 14:08:45 -08:00
Steel Titanium
d9e2256a3c
Add six new skin colors
2020-02-14 22:30:37 -05:00
Jaime Passos
871ebef332
Merge remote-tracking branch 'origin/master' into ripple2
2019-12-14 19:36:54 -03:00
Jaime Passos
6720279969
Separate non-powers-of-two draw routines into its own file
2019-12-13 13:11:56 -03:00
Jaime Passos
f51253a0a8
Tilted water
2019-12-10 17:01:19 -03:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
toaster
4d55a9f4a9
Metal Sonic battle improvements.
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* Tweaked to use new sprites.
* Jet fume behaves much closer to Lach's wonderful work.
* Instead of clobbering tracer to spawn powerup overlay, use hprev.
* Change timings. One second less to charge up, but two seconds less to spin them out.
* Remove terrible pinch overlay in favour of new dashmode-mimic flashing.
2019-10-29 23:11:12 +00:00
lachwright
441aceb116
Add new dashmode colormap
2019-10-21 04:37:56 +08:00
Jaime Passos
6553d816ea
Merge remote-tracking branch 'origin/master' into flats-png_port
2019-09-09 14:12:28 -03:00
Jaime Passos
0cc553be5f
Merge remote-tracking branch 'jimita/flats-png' into flats-png_port
2019-09-06 19:20:45 -03:00
toaster
6a9da63d7f
Motor's new Eggman sprites, along with some other sweet bits of boss polish. What else can I say? Just play it.
2019-08-30 19:19:54 +01:00
Monster Iestyn
f5332ccf8e
Fixed TC_RAINBOW so it doesn't accept invalid colors, whoopsies
2019-08-12 19:06:18 +01:00
Monster Iestyn
b7a2b3f7a2
Added switch cases to skin color related functions in r_draw.c, added extra error checking
2019-08-12 15:02:36 +01:00
Monster Iestyn
7ba4bbf867
Turn Color_Opposite into a 2D array to simplify usage somewhat. Also fix ColorOpposite for Lua
2019-08-12 14:00:26 +01:00
toaster
4ad1703ae3
Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
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This reverts commit c04b560e92
.
2019-07-03 00:58:02 +01:00
MascaraSnake
c04b560e92
Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
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This reverts merge request !239
2019-07-02 23:49:10 +00:00
toaster
faebe0f9af
Metal Sonic fixes!
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* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster
1d65caa250
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
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* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
Jaime Passos
714c997aac
Support for patches and textures to be used in place of sector flats
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Still a work in progress.
2019-05-21 00:28:52 -03:00
mazmazz
075f28b7c8
WIP 20190101 merge
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d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
toasterbabe
ee42132ed1
* Bumpers and Balloons in a more final state.
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* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00