Commit graph

279 commits

Author SHA1 Message Date
LJ Sonic
58e5473c9e Fix integer overflow with diagonal node splits
Fixes random invisible walls and possibly more errors
2022-12-27 20:26:38 +01:00
Eidolon
f43839ef8d uncapped: Reset cam interpolation on P_ResetCamera 2022-10-09 16:40:52 -05:00
GoldenTails
90a93a516e Move quake calculation code to r_main.c, keep timer in p_tick.c 2022-09-06 19:21:19 -05:00
Eidolon
805941a98f Merge public next into uncappedrevengeance
This is to capture the UDMF merges and make the later code review
easier.
2022-05-03 14:45:14 -05:00
Eidolon
82310e0ae2 Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
2022-04-30 01:55:10 -05:00
Sally Coolatta
f2a19b29d9 Put interpdebug stuff in perfstats instead 2022-04-27 18:37:45 -05:00
Sally Coolatta
c83d1be21f Add interpdebug 2022-04-27 18:37:45 -05:00
Sally Coolatta
c186d6402b Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)
2022-04-26 20:56:32 -05:00
Eidolon
7c9e133eb4 Fix misc dropshadow issues 2022-04-26 20:31:38 -05:00
Eidolon
61efef2fa9 Add smooth level platter under interpolation, renderdeltatics
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
2022-04-26 20:31:38 -05:00
Eidolon
b625076c87 Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2022-04-26 20:31:37 -05:00
MascaraSnake
5660d896e6 Merge branch 'udmf-thing-types' into udmf-more-linedef-types 2022-04-20 21:00:44 +02:00
spherallic
14295ac7de 2022 2022-03-03 20:24:46 +01:00
Hannu Hanhi
89843d0eca did not mean to remove this line 2022-01-25 05:01:23 +02:00
Hannu Hanhi
ba04b045e6 Fix portals
- Resetting portalcullsector fixes the major visual glitches

- Using 32 bits for nummasks and i fixes crashes when rendering lots of portals
2022-01-25 04:53:40 +02:00
MascaraSnake
cbf32c6615 Adapt some miscellaneous linedef types to UDMF 2021-12-29 08:12:28 +01:00
Hannu Hanhi
77ecfb9cdc Perfstats averaging and refactor 2021-10-29 02:18:02 +03:00
Jaime Ita Passos
75397c347d Remove FRACUNIT/2 2021-05-22 21:09:06 -03:00
LJ Sonic
d325c7e6d3 The year is 2021 2021-05-07 17:45:56 +02:00
Jaime Ita Passos
7e6bc97240 Smoother freelook in Software
Mhm hmm...
2021-03-30 22:52:50 -03:00
LJ Sonic
d2d1f83b62 Revert "Use R_PointToDist2 instead"
This reverts commit e19196a86e.
2021-02-13 17:45:54 +01:00
Sally Coolatta
e19196a86e Use R_PointToDist2 instead
Apparently overflows less often

Actually, lets just fix FixedHypot instead.

Now FixedHypot uses the code from R_PointToDist2, and R_PointToDist2 just calls FixedHypot.

Ultimately, this branch was intended to get rid of a redundant way to retrieve distance and replace it with the one that was actually good at its job. So consolidating FixedHypot and R_PointToDist2 together is just an extension of that.
2020-12-12 14:49:26 -08:00
James R
2ab71571aa Merge branch 'high-resolution-timer-2' into next 2020-12-10 02:55:02 -08:00
Jaime Ita Passos
5e890ee6f8 Merge branch 'next' into spritestuff2 2020-11-19 00:52:43 -03:00
James R
b72789b0c9 Huge perfstats refactor
I needed to update it to make it functional with the precise timer. But I also
got sick of looking at the mess of sprintf followed by draw call.
2020-11-07 01:32:59 -08:00
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
James R
d279489753 Merge branch 'perfstats' into 'next'
Performance stats

See merge request STJr/SRB2!1186
2020-10-18 15:33:20 -04:00
Jaime Passos
cc97e22e2f Changes to sprite rendering:
- 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
Jaime Passos
b15bbd505c Merge branch 'next' into patch-stuff-again-2 2020-10-10 17:01:10 -03:00
Hannu Hanhi
4f20a20165 Performance stats 2020-10-10 22:12:34 +03:00
Jaime Passos
c5a3a61b28 Make 3D floors cull areas below or above them to reduce overdraw (2) 2020-10-10 01:00:39 -03:00
James R
dbd79a29a4 Replace C90's junk with a modest macro 2020-10-06 23:04:23 -07:00
Lachlan Wright
982435cf86 Merge branch 'more-stats' into 'next'
Add tic and UI times to render stats

See merge request STJr/SRB2!1125
2020-09-25 08:54:01 -04:00
Lachlan Wright
7fee293034 Merge branch 'gl-shearing-fix-2' into 'next'
Fix cv_glshearing 2 in first person

See merge request STJr/SRB2!1114
2020-09-25 08:51:57 -04:00
SteelT
a033f482be Merge branch 'pictureformats' into 'next'
PNG conversion refactoring

See merge request STJr/SRB2!675
2020-09-10 15:58:18 -04:00
Hannu Hanhi
dd7d1e40b1 Add tic and ui times to render stats 2020-08-23 20:09:55 +03:00
Jaime Passos
78cc4a78d0 Refactor renderer switching 2020-08-14 22:27:16 -03:00
Jaime Passos
1950f1c7f7 Fix cv_glshearing 2 in first person 2020-08-14 20:31:30 -03:00
Jaime Passos
91ed56ef40 Refactor patch loading 2020-08-08 05:16:47 -03:00
Hannu Hanhi
24b828b362 Use 64-bit R_PointToAngle in OpenGL culling to fix some big room issues 2020-07-25 21:50:24 +03:00
Jaime Passos
ca060a4372 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into pictureformats 2020-07-21 22:25:00 -03:00
Jaime Passos
7911deebf8 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into pictureformats 2020-07-06 19:29:14 -03:00
Jaime Passos
5c5d907251 gr_ -> gl_ 2020-07-06 01:15:08 -03:00
Hannu Hanhi
da98ea242e Merge remote-tracking branch 'upstream/next' into shaders-224-next-merge 2020-06-07 20:01:05 +03:00
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
Hannu Hanhi
7e8543a408 More render stats for software mode, renamed and relocated some render stats variables 2020-05-02 23:13:53 +03:00
Hannu Hanhi
8dcc2fe20d Move some render stats variables to better locations, add I_FinishUpdate timing 2020-05-02 23:13:32 +03:00
Louis-Antoine
892a8dd6e7 Make SRB2 flat like Earth 2020-03-20 18:55:29 +01:00
fickleheart
b9d7b3e5c5 Merge remote-tracking branch 'upstream/master' into shaders-222
# Conflicts:
#	src/hardware/r_opengl/r_opengl.c
#	src/i_video.h
#	src/r_main.c
#	src/r_main.h
#	src/screen.c
#	src/sdl/i_video.c
#	src/sdl/ogl_sdl.c
#	src/w_wad.c
2020-03-14 12:52:15 -05:00
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
fickleheart
c4b390bc76 Merge remote-tracking branch 'upstream/master' into viewroll 2020-02-16 21:32:57 -06:00
Jaime Passos
d633435cd6 i'm not paying too much attention, am i. 2020-02-08 18:08:56 -03:00
Jaime Passos
e157391387 split r_isviewpointfirstperson 2020-02-08 17:49:27 -03:00
Jaime Passos
11e6cf0ade add "third person only" option to gr_shearing. 2020-02-08 17:42:26 -03:00
Jaime Passos
68f4d415fe Merge remote-tracking branch 'origin/next' into sal-oglshaderport 2020-02-01 23:02:15 -03:00
James R
4238003887 Merge remote-tracking branch 'origin/master' into next 2020-01-30 23:54:56 -08:00
fickleheart
bea7ad2185 Merge remote-tracking branch 'upstream/next' into viewroll 2020-01-26 18:01:58 -06:00
Louis-Antoine
fb28ede660 Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Jaime Passos
720695a6c4 Remove W_FlushCachedPatches 2020-01-20 17:03:38 -03:00
fickleheart
ec89015662 Fix loss of aimingtody precision at high FOV 2020-01-18 11:19:59 -06:00
fickleheart
f6efe19fca Use generally higher zooms and fix fuzzy edges 2020-01-18 11:15:36 -06:00
fickleheart
5757f24342 Reduce the number of distinct roll angles 2020-01-18 10:53:45 -06:00
fickleheart
8679606ebb Remove a couple adds from each pixel of morph mapping 2020-01-18 10:53:23 -06:00
fickleheart
af4479924a Fully clip drawing to roll-used screen bounds 2020-01-18 10:53:00 -06:00
fickleheart
1d221a453a Avoid rendering unused left/right edges of screen while rolling 2020-01-17 23:21:11 -06:00
fickleheart
7bd9344dd0 I think this fixes the compile errors 2020-01-17 21:55:16 -06:00
Sally Cochenour
a12d6885a3 Merge branch 'gl-dropshadows' into oglshaderport 2020-01-17 22:29:31 -05:00
Sally Cochenour
ba51f83aaf Merge branch 'next' into gl-dropshadows 2020-01-17 22:19:51 -05:00
fickleheart
64c4a4c02c Fisheye lens experiments 2020-01-17 20:39:38 -06:00
fickleheart
2b7d75126e Add DBG_VIEWMORPH to view pre-transformed view 2020-01-17 20:39:15 -06:00
fickleheart
d63aa1031e Merge remote-tracking branch 'upstream/next' into viewroll 2020-01-17 18:27:15 -06:00
fickleheart
d39d8506ca Let nerds turn off shadows 2020-01-17 00:20:10 -06:00
Sally Cochenour
e5215e929c Merge branch 'gl-dropshadows' into oglshaderport 2020-01-16 14:55:55 -05:00
Sally Cochenour
4e481340ce OpenGL shadows 2020-01-16 12:37:32 -05:00
James R
bbbe76d2ca Expose viewmobj as r_viewmobj 2020-01-16 03:09:02 -08:00
fickleheart
e23f632cdb Clean up fisheye and fix crashes 2020-01-14 23:44:21 -06:00
fickleheart
cdbea0be26 Revert "LMAO fisheye"
This reverts commit cd957d84f7.
2020-01-14 23:30:39 -06:00
fickleheart
cd957d84f7 LMAO fisheye 2020-01-14 23:30:19 -06:00
fickleheart
c25e969676 wip viewroll stuff 2020-01-14 23:29:56 -06:00
Monster Iestyn
c7ab065b0a Merge branch 'master' into next 2020-01-11 18:38:09 +00:00
Sally Cochenour
5fac6f542e Merge branch 'namirays' into oglshaderport 2020-01-11 09:32:59 -05:00
James R
5c60f8b529 Merge branch 'software-fov' into 'master'
Software FOV

See merge request STJr/SRB2!662
2020-01-10 00:33:24 -05:00
fickleheart
c133e645f7 Merge remote-tracking branch 'upstream/next' into next-newcontrols 2020-01-07 23:43:43 -06:00
Sally Cochenour
ca5b56181b Merge next 2020-01-07 07:35:39 -05:00
MascaraSnake
759b1c82e2 Add missing glseg checks (and remove a superfluous one) 2020-01-06 14:40:59 +01:00
Jaime Passos
b41cd59e51 Revert "Merge branch 'software-clownery' into 'master'"
This reverts merge request !578
2019-12-31 23:40:17 +00:00
fickleheart
b22de48c03 Merge branch 'next' into next-newcontrols
# Conflicts:
#	src/g_game.c
#	src/p_setup.c
2019-12-31 12:58:36 -06:00
fickleheart
8bc58807aa Software FOV ported from kart
also fixes high software FOVs having buggy walls
2019-12-31 11:22:05 -06:00
Jaime Passos
7b54846a02 Merge remote-tracking branch 'origin/master' into software-clownery 2019-12-30 23:21:42 -03:00
James R
5e5f3c4fa7 Merge branch 'renderswitch' into 'master'
Renderer switching

See merge request STJr/SRB2!550
2019-12-30 15:36:17 -05:00
fickleheart
e0f35d207f Convert analog/directionchar cvars into 2-long arrays 2019-12-30 14:01:14 -06:00
fickleheart
085c39128f Save separate camera settings for standard/simple modes 2019-12-30 12:10:38 -06:00
Jaime Passos
590d6729e6 Merge remote-tracking branch 'origin/master' into software-clownery 2019-12-30 11:49:12 -03:00
Sally Cochenour
a66fb15ff2 Merge branch 'next' into oglshaderport 2019-12-28 13:58:41 -05:00
Jaime Passos
96609e45ae OpenGL funny 2019-12-27 00:02:30 -03:00