Commit graph

5622 commits

Author SHA1 Message Date
mazmazz
ac8be33752 Reset player->another/flyangle on any Nightserize or DeNightserize 2018-03-26 01:54:38 -04:00
mazmazz
4281c9ca10 Nightserize: Reset player another/flyangle on new mare 2018-03-26 01:40:15 -04:00
mazmazz
ce215195f8 NiGHTS drone loop: Change flyangle comparison to fix detection from vertical angles
Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
2018-03-26 01:04:02 -04:00
mazmazz
67e4381284 Fix NiGHTS drone loop detection by using pl->flyangle 2018-03-26 00:33:17 -04:00
mazmazz
d85f108997 P_SpawnMapThing: Ignore MTF_ flags if MT_NIGHTSBUMPER 2018-03-25 19:42:46 -04:00
mazmazz
dc9fd6f02e MT_NIGHTSBUMPER Spawn: Don't reset mthing->options 2018-03-25 19:07:21 -04:00
mazmazz
e87530a9c3 NiGHTS objectplace: Place new hoop 1713 instead of 1705
* Add cv_ophoopflags consvar to manage hoop flags separately from other flags
* Simplify hoop mt->options operation so we're not recalculating Z flags; just XOR cv_opflags OR cv_ophoopflags
2018-03-25 18:07:15 -04:00
toasterbabe
33afd94252 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
# Conflicts:
#	src/d_main.c
#	src/st_stuff.c
2018-03-24 17:17:01 +00:00
jameds
876d0fa58b Removed contradictory -connect check 2018-03-23 18:09:07 -07:00
Sryder
f62cb3a30a I've commented out the call to HWR_CorrectSWTricks.
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
2018-03-23 22:27:29 +00:00
jameds
a431197921 Fixed "invalid pointer" error when passing "" to Command_connect(). 2018-03-22 21:21:26 -07:00
Sryder
fab4b7f5ea Stop squashing the screen vertically in non-green resolutions 2018-03-22 01:10:53 +00:00
Sryder
839ee0ab85 OpenGL Sprite Splitting 2018-03-22 00:52:14 +00:00
Sryder
0885d27171 Transform sprites in world space rather than screen space
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
toasterbabe
24c017564e Mammoth commit!
* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing.
* Make race countdown happen in a bunch of appropriate circumstances.
* Refactor race countdown.
* Remove a lot of useless stuff from H&S/Tag UI.
* Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font.
* Remove useless PLAYING/SPECTATE text from lives element.
* Merge lap counter into lives element.
* Move some other text around.
2018-03-21 18:18:45 +00:00
toasterbabe
05bf3674d3 * M_Random function access to v! (so v.RandomFixed(), etc...)
* Remove deprecated P_Random() from Lua.
2018-03-20 15:00:27 +00:00
Sryder
4e95066f5a Some fixes and updates for HWR_SplitWall
Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog

There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
toasterbabe
ae033a9409 * Clean up a lot of NiGHTS stuff still using the old, shitty NOSCALESTART offsetting in nonstandard resolutions.
* Clean up the ST_ drawing macro list.
2018-03-20 00:19:20 +00:00
toasterbabe
7885ae57e2 * Allow for V_ flag control for hudinfo SOC/Lua stuff through hudinfo[n].f (for flags).
* Fix Old Special Stage offsets.
* Fix drowning number offsets.
* Remove useless "WS" macros.
2018-03-19 23:08:51 +00:00
toasterbabe
4798f85382 Fix issues with the level platter in nonstandard resolutions. 2018-03-19 17:41:53 +00:00
toasterbabe
c0cc1471e5 Make some tweaks to devmode offsets. 2018-03-19 16:39:37 +00:00
toasterbabe
7d1885917a Some minor intro tweaks. 2018-03-19 16:36:14 +00:00
Sryder
f3d63b82ce Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 121fcd8369.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
a984d979d1 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder
31d1ef8db0 Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
527df5c248 Fix OpenGL Title Screen Sky
My IDE doesn't seem to like Vada's name.
2018-03-17 15:11:32 +00:00
Sryder
6de0cc6bcc Remove the OpenGL only code from V_DrawPatchFill
That's all of the HUD drawing functions that are currently used updated in GL.
2018-03-17 14:47:06 +00:00
Sryder
a9214ebd37 Match HWR_DrawCroppedPatch to V_DrawCroppedPatch 2018-03-17 13:58:44 +00:00
Sryder
801f7547d3 Add the full-screen drawfill functionality to HWR_DrawFixedPatch 2018-03-17 13:26:43 +00:00
Sryder
7830c031f7 Make HWR_DrawFill match V_DrawFill 2018-03-16 19:46:45 +00:00
Sryder
7764a1bb5d Match HWR_DrawFixedPatch to V_DrawFixedPatch 2018-03-16 18:08:24 +00:00
Sryder
1b3e1f78af Translucent floors shouldn't write into the depth buffer 2018-03-15 23:59:01 +00:00
Sryder
5a4ea9fab3 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Alam Ed Arias
5a04145e43 Merge branch 'master' into next 2018-03-14 14:29:42 -04:00
Alam Ed Arias
1619b392f6 Merge remote-tracking branch 'public/master' 2018-03-14 14:26:07 -04:00
colette
18b4ab9770 Merge branch 'credits_update' into 'master'
Credits update

See merge request STJr/SRB2!231
2018-03-14 12:56:27 -04:00
toasterbabe
fee8714109 i suck at the alphabet! 2018-03-14 16:55:33 +00:00
toasterbabe
a5ab9f01bb oh yeah this guy's name needs changing too 2018-03-14 16:49:10 +00:00
toasterbabe
68cb919205 down with cis 2018-03-14 16:47:19 +00:00
LJSonik
0ff5b851cd
Merge branch 'master' into minor-net-command-fixes 2018-03-09 17:15:37 +01:00
MonsterIestyn
af46a076f2
Merge pull request #239 from LJSonik/net-archive-fix
Fix Lua panic when archiving a table element with an userdata key
2018-03-09 16:13:12 +00:00
Louis-Antoine
aefe06e2ef Fix Lua panic when archiving a table element with an userdata key 2018-03-09 16:40:34 +01:00
Sryder
e4ed3a793b Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
121fcd8369 Fix screenshot functionality in fullscreen in SDL2 2018-03-08 22:28:38 +00:00
Monster Iestyn
145616b152 Merge branch 'master' into next 2018-03-08 19:35:51 +00:00
Monster Iestyn
87b1246b58 Merge branch 'download-filename-trunc-fix' into 'master'
Download filename trunc fix

See merge request STJr/SRB2!230
2018-03-08 14:33:57 -05:00
Sryder
77af3a8f95 Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Sryder
67ee1637c9 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Monster Iestyn
aba4adfabc shrunk buffer from 32 to 28 so that all of "Downloading "extremely...longname.wad"" can fit on screen at once. 2018-03-06 20:52:55 +00:00
Monster Iestyn
a66824d63f replace the 3 strncpys with a snprintf 2018-03-06 20:20:27 +00:00