Monster Iestyn
857cd32369
step through light heights too if there is an overflow for a midtexture column
2016-05-05 17:49:57 +01:00
Inuyasha
ce4b5db494
organize conditions in a more optimized way
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the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.
it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha
5e8be250a7
fix going under FOFs causing artifacts
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i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha
4274fb7b92
I hate FOFs; attempted to fix extra tall FOFs breaking
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Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Monster Iestyn
2c221da453
Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now"
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This created HOMs in THZ2's skybox, ack.
This reverts commit eba382df1b
.
2016-05-03 15:26:54 +01:00
Monster Iestyn
eba382df1b
Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now
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Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
2016-05-02 22:08:14 +01:00
Inuyasha
7c79bbc0b3
Proper overflow checking, applied to FOFs and midtex's too
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This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Inuyasha
37575d2219
Revert "Another thing that probably needed to check for slopes"
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This breaks plane display for thok barriers
This reverts commit ee00da6a74
.
2016-05-02 04:08:48 -07:00
Monster Iestyn
0a887948eb
Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn
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This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
2016-04-25 18:48:14 +01:00
Monster Iestyn
ab2cadd372
Merge branch 'next' into slope-fixes
2016-04-20 20:47:11 +01:00
Monster Iestyn
e0604bb5f3
Merge branch 'master' into next
2016-04-20 20:27:09 +01:00
Monster Iestyn
69b43aee2d
Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that
2016-04-20 20:26:41 +01:00
Monster Iestyn
e05951e213
Merge branch 'next' into slope-fixes
2016-04-20 18:17:14 +01:00
Monster Iestyn
b797ae9731
Merge branch 'master' into next
2016-04-20 18:05:51 +01:00
Monster Iestyn
0aba2f607b
Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
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Always wondered why a flag meant for FOF physics was used in the rendering code, lol
2016-04-20 18:04:51 +01:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Monster Iestyn
93a1e46f1c
Merge branch 'next' into slope-fixes
2016-04-05 17:19:28 +01:00
Monster Iestyn
69a58d8369
Fix lighting parity between resolutions for sprites and FOFs
2016-04-05 15:33:55 +01:00
Alam Ed Arias
b45b9801d6
Merge branch 'next' into slope-fixes
2016-03-31 21:43:51 -04:00
Alam Ed Arias
f84d76c683
Merge branch 'next' into portal-fix
2016-03-30 20:43:25 -04:00
Alam Ed Arias
4370459166
Merge branch 'next' into slope-fixes
2016-03-30 20:41:33 -04:00
Monster Iestyn
1108a52959
Check change in ceilinglightsec for markceiling code, not floorlightsec
2016-03-29 22:44:16 +01:00
Monster Iestyn
ee00da6a74
Another thing that probably needed to check for slopes
2016-03-29 22:32:09 +01:00
Monster Iestyn
ef832dd8b8
Fixed how two adjacent FOFs can prevent each others' walls from displaying if they're at least partially covered
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Also some miscellaneous tweaks and changes to account for slopes properly
2016-03-29 18:59:56 +01:00
Monster Iestyn
ec5b272fa6
Unless I'm mistaken, scalesteps/heightsteps should be divided by stop-start, not stop-start+1. Revert this commit if that was intentional.
2016-03-19 23:19:05 +00:00
Monster Iestyn
28631c30b7
Fix maskedtextureheight being set outside of ESLOPE code
2016-03-19 22:25:49 +00:00
Monster Iestyn
a82c19adb1
Fix sprites displaying behind "closed doors" when slopes are present.
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For the record, thok barriers count as "closed doors" in SRB2 level contexts
2016-03-19 16:19:58 +00:00
Monster Iestyn
e941687d4c
R_RenderMaskedSegRange now checks for slopes in the sector lightlist
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in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
2016-03-18 20:33:16 +00:00
Monster Iestyn
c67683eb0a
Fixed slope walls displaying sprites through them if they weren't completely above you
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Sadly this does not fix ALL sprite issues, but just some of them at the least
2016-03-12 19:59:32 +00:00
Monster Iestyn
60ea2ecb77
Whoops, forgot these
2016-03-07 21:02:35 +00:00
Monster Iestyn
2f539a4df9
R_RenderThickSideRange now checks for slopes in the front sector's lightlist
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This appears to fix a few holes that have been known to appear with FOF slopes sometimes, dunno how they actually came about exactly but this apparently sorts them out
2016-03-07 20:42:25 +00:00
Monster Iestyn
98fd5ca63b
Made some FOF-related seg code account for slopes, as requested by some TODOs
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The funny thing is you really can't see ANY change here unless you have a sloped FOF intersecting a sector floor/ceiling (and a second FOF on the other side), which has other problems anyway lol
2016-03-01 19:55:13 +00:00
Monster Iestyn
03470118cd
Added missing ESLOPE ifdef from when I first did these fixes for slope compiling
2016-02-15 20:57:35 +00:00
Monster Iestyn
166fafd717
Fixed div-by-zero crash relating to portals, drawsegs and midtextures
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Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Inuyasha
5320424269
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:09:08 -08:00
Monster Iestyn
9e29b69a29
Remove unused "firstnewseg" variable
2016-01-31 16:49:04 +00:00
Monster Iestyn
1e131d2786
Partial undo of what I did last commit to make Inu happy again.
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Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
Conflicts:
src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549
FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
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I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
Conflicts:
src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
8cad9a6dc8
We can compile the slopes code now, yay! My brain hurts.
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Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
RedEnchilada
fb9d07b8ba
Bugfixes to sloped FOF plane clipping
2015-05-21 22:13:51 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
d81cecdac9
Minor cleanup so it stops bugging me
2015-05-16 19:59:52 -05:00
RedEnchilada
2187dac49b
Fix random texture triangles rendering on lines with slopes?????
2015-05-13 16:48:34 -05:00
RedEnchilada
2183912100
Change upper/lower textures to not skew by default, add new linedef flags on normal linedefs:
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Effect 1: Restore skewing on upper/lower textures
Effect 2: Disable skewing on midtextures
Effect 3: Flips effect of Lower Unpegged for midtextures only
(Effect 3 w/o LU: midtexture sticks to bottom, bottom texture sticks to
upper edge. Effect 3 w/ LU: midtexture sticks to top, bottom texture
sticks to lower edge.)
2015-05-04 17:45:02 -05:00
RedEnchilada
7e13cb8b47
Fix various issues/crashes with texture alignments
2015-05-04 16:40:02 -05:00
RedEnchilada
1b9180111c
Pin midtextures based on slopes, including bending on wall crossing
2015-05-04 15:15:57 -05:00
RedEnchilada
c66bb1c330
Make textures skew according to slope (midtextures not fixed yet)
2015-05-03 15:47:40 -05:00