ATI_RAGE_PRO_COMPATIBILITY isn't used, and was disabled in r_minigl.c (the only other file that mentioned it) anyway. So let's get rid of support for it!
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
Consistent flat alignment
Does what it says on the tin. Consistent between the three different plane drawers:
* Software flat (previously the only one working as intended)
* Software sloped (took a lot of work)
* OpenGL flat and sloped (worked reasonably well but used different signs for some reason)
Check out root/!LatestSRB2Files/srb2win_branch_flat2.exe, root/toaster/flatalignment.wad and any in-dev DSZ1 to test it all out.
See merge request !78
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
- MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
- MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
- MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
- angle: tag of controlling linedef
- parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
- line dx: number of chain links
- line dy: speed (in FU)
- frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
- frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
- frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
- frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
- backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
- backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
- backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
- backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
----
- ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
- ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
- ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
- ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
- ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****
Whooh. Requires new patch.dta for sprites.
OpenGL papersprites
I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.
Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.
See merge request !96
I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
OpenGL slope FOF lighting fix
This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P
See merge request !194
Polyobject seg render fix
This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.
This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)
See merge request !195
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
Revamped Level Select (platter view)
Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:
* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)
As a result, the layout of the last three above menus has been changed to varying degrees of difference.
Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.
Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.
Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora
See merge request !68
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
Other notes:
* Renamed all new functions to have HWR_ prefix instead of gld_, for consistency
* HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory
* The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
Hardcoded VAda Flickies
Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P
* Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier.
* Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to:
* A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now)
* Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST")
* A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken")
* "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game)
* "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history.
* "None" - prevents any flickies from spawning.
"Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all.
Of note, a bunch of functions are now created:
* A_FlickySpawn - spawns flicky.
* A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall
* A_FlickyFly - flies/swims around target (calls A_FlickyAim)
* A_FlickySoar - hacky alternate fly (calls A_FlickyAim)
* A_FlickyCoast - slowing down before going off again
* A_FlickyHop - fracunit-scale precision for A_BunnyHop
* A_FlickyFlounder - A_FlickyHop with randomisation
* A_FlickyCheck - State-setter for falling, or being on-ground
* A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target
* A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim)
I don't need to enumerate the object types and states that have been added, do I?
Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate.
IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option.
See merge request !60
Some texture-related fixes
Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.
See merge request !144
this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
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
Animated sky support
What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.
See merge request !34
* 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
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
* 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
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.
These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
* NAMEcL refers to a frame which is seen for the entirety of an object's left side.
* NAMEcR refers to a name which is seen for the entirety of an object's right side.
* NAMEcLcR does both sides.
* Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5 to 8 OR fill in with a NAMEcR
* Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites.
* Characters were selected for 1) ease of use and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose