Commit graph

166 commits

Author SHA1 Message Date
Jaime Passos
c6253bb6f9 Merge remote-tracking branch 'origin/master' into renderswitch 2019-11-12 20:25:40 -03:00
Jaime Passos
8ac49d8855 add gr_modelinterpolation 2019-11-04 12:21:53 -03:00
toaster
915e50a1e4 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
Jaime Passos
7746767735 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-10-06 17:40:41 -03:00
Jaime Passos
fe60902df5 Merge remote-tracking branch 'origin/master' into renderswitch 2019-09-27 22:53:57 -03:00
Jaime Passos
0aba0aa4b9 Merge remote-tracking branch 'origin/master' into openglskydome2 2019-09-27 22:47:10 -03:00
Jaime Passos
5f6c702ed6 sky barreling 2019-09-17 23:38:04 -03:00
Alam Ed Arias
35e3d9acab Revert "Merge branch 'gl_skydome' into 'master'"
This reverts merge request !326
2019-09-17 20:20:09 +00:00
Jaime Passos
db979845e0 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-09-15 16:24:24 -03:00
Jaime Passos
00f5cbb185 Fix titlemap* crash 2019-09-10 18:34:29 -03:00
Jaime Passos
347f9cda8b Fix title screen crash 2019-09-10 18:33:06 -03:00
Jaime Passos
8057eeaaca Merge remote-tracking branch 'jimita/renderswitch' into renderswitch 2019-09-10 18:12:01 -03:00
James
4be108fa76 Lach has blessed us with a remade cam_adjust. 2019-09-10 10:11:03 -04:00
Jaime Passos
0a973af5b8 Comments 2019-09-09 19:27:08 -03:00
Jaime Passos
da93e0f1f5 I am the CEO of renderers 2019-09-09 16:20:17 -03:00
Jaime Passos
725d0b4c44 still making things better 2019-09-08 21:37:24 -03:00
Jaime Passos
19e50062cc more stuff. i hope i didnt mess this up. 2019-09-08 18:59:49 -03:00
Jaime Passos
c7e01a558e initial stuff 2019-09-08 18:44:40 -03:00
Jaime Passos
2863ede7bf initial stuff 2019-09-08 18:27:35 -03:00
Jaime Passos
f6d2b5109b PRBoom sky dome 2019-09-03 02:12:17 -03:00
Jaime Passos
c21d83e8af Sprite2 support! 2019-09-02 23:29:16 -03:00
James
577a8fd387 Merge branch 'camorbit-sev' into camerafix 2019-08-31 14:53:43 -04:00
mazmazz
dc0a92ea62 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla 2019-06-29 17:51:30 -04:00
toaster
6371de806b Improve rain/weather.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-22 16:50:30 +01:00
Nev3r
0e162f8f61 Add Sryder's orbital camera thing as an option. 2019-06-20 13:33:31 +02:00
Nev3r
d2605e0314 Remove remnants of portalcullsector. 2019-06-10 17:13:04 +02:00
Nev3r
581e80ed69 Made Portal_Add static; move ffloors clip reset from R_RenderPlayerView to r_plane. 2019-06-09 22:48:54 +02:00
Nev3r
8c3ddd61d5 Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds. 2019-06-07 13:10:12 +02:00
Nev3r
d2692ddd24 viewx/viewy also need to be stored/restored. 2019-06-06 13:31:48 +02:00
Nev3r
5284817259 Fix sigsegv when there is no main skybox viewpoint. 2019-06-05 18:45:36 +02:00
Nev3r
1c14062e8b Vissprite clipping improvements.
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r
25b56ffecd Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).

Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r
8abecc7f86 Created drawnode lists for each view/portal.
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Nev3r
942c34a6af Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Nev3r
264386f842 Add visplane portal creation functionality and use it to replace the skybox rendering.
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
Nev3r
df0a40b3c2 Code refactoring to turn portal struct into a more generalized shape.
Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn
66bc287688 Merge branch 'public_next' 2019-05-16 15:58:17 +01:00
mazmazz
f30d91ee75 Merge remote-tracking branch 'public-gl/md3-vanilla' into md3-vanilla 2019-05-08 17:59:49 -04:00
mazmazz
6d803decb6 Merge remote-tracking branch 'public-gl/master' into md3-vanilla 2019-05-08 17:56:05 -04:00
Sryder
8273534967 Add a cvar for sprite billboarding, off by default. 2019-05-06 16:57:32 +01:00
Steel Titanium
6aac014608 Generic model terminology 2019-05-02 22:55:45 -04:00
Monster Iestyn
96ad8dd81a resolve conflict in r_main.c 2019-01-07 16:52:46 +00:00
mazmazz
075f28b7c8 WIP 20190101 merge
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
Arthur
587ffa9ada Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2018-12-27 00:35:29 -05:00
Jimita
ffd5061531
Merge branch 'next' into sw_largeroomfix 2018-12-20 16:56:05 -02:00
MPC
9c2197db17 Software plane fixes 2018-12-14 14:08:25 -03:00
MPC
348ed1e43f Large room fix 2018-12-09 19:34:17 -03:00
Monster Iestyn
5069acb110 Merge branch 'mpc-software-yslope-fix' into 'master'
Fix glitches with flats visible when looking up/down in 1st person (software renderer fix)

See merge request STJr/SRB2!282
2018-11-25 11:51:54 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn
224c0fccdb Merge branch 'public_next'
# Conflicts:
#	src/Makefile.cfg
#	src/d_clisrv.c
#	src/p_setup.c
#	src/r_segs.c
#	src/r_things.c
2018-11-20 14:33:10 +00:00
mazmazz
7ec4a42d9f Force chasecam for tutorialmode 2018-11-12 20:37:55 -05:00
LJSonik
b52158eb48
Merge branch 'master' into analog-flipcam-synch-fix 2018-10-29 19:52:08 +01:00
Louis-Antoine
3d0daf2202 Fix desynch when toggling analog mode or flipcam
Special thanks to Lat' for asking weird questions
2018-10-29 00:49:23 +01:00
Monster Iestyn
91b2f5e570 "t" is not needed to take out fencepost cases from viewangletox 2018-10-11 20:00:05 +01:00
Monster Iestyn
61a29bed85 Remove unused sscount variable
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2018-10-11 19:59:26 +01:00
mazmazz
506ce43627 Initialize extra_colormaps to NULL on program start 2018-09-11 13:31:09 -04:00
mazmazz
2701976ba3 Compiler fixes 2018-09-10 16:28:39 -04:00
Monster Iestyn
2ac50cd2b7 Merge branch 'public_next'
# Conflicts:
#	src/r_main.c
2018-09-04 15:53:07 +01:00
Monster Iestyn
322da62b3c Fix HOM removal not working properly for non-green resolutions 2018-08-31 17:14:44 +01:00
Monster Iestyn
febefd41ba Fix glitches with flats visible when looking up/down in 1st person 2018-08-18 23:31:20 +01:00
Alam Ed Arias
7f4424b4a0 whitespace cleanup 2017-11-02 23:13:34 -04:00
TehRealSalt
8a676d8aa4 Added movebob removed viewheight
"movebob" lets you determine the strength of movement bobbing (does not
affect landing delta, that's technically not movement bobbing :p),
values range from 0.0 to 4.0. viewheight is now relative to
player->height.
2017-10-14 16:11:08 -04:00
toasterbabe
dd57e47574 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into titlemap
# Conflicts:
#	src/r_main.c
2017-05-08 23:58:44 +01:00
Monster Iestyn
6c619af9ce Use the skybox mobj's actual z position, rather than using the spawnpoint angle!
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
2017-04-26 17:12:57 +01:00
yellowtd
b68d1ebdb3 titlemap - fix game crash with skybox point
game crash on skybox object use fix
2017-04-18 17:47:20 -04:00
Monster Iestyn
93efb3084e Merge branch 'mi-a-bit-of-cleanup' into 'master'
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
2017-04-17 14:43:50 -04:00
Monster Iestyn
7629a0710e Make sure quakes are scaled for skyboxes
While I was at it I also refactored most of the skybox view scaling code so it isn't needlessly duplicated
2017-04-15 20:21:54 +01:00
toasterbabe
7aeeb278fe Increased space in pflags (because we were getting VERY close to full capacity), which I will re-organise when this branch is closer to completion.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
2017-03-14 18:11:17 +00:00
Monster Iestyn
a51548abea "t" is not needed to take out fencepost cases from viewangletox 2017-02-11 23:24:12 +00:00
Monster Iestyn
f4e5233c7e Remove unused sscount variable
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2017-02-11 22:41:15 +00:00
Monster Iestyn
3d07915be2 Merge branch 'vada_flickies' into 'master'
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
2017-01-08 17:36:25 -05:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
be21588761 Merge branch 'master' into next 2017-01-03 16:06:50 +00:00
Monster Iestyn
d5803160dd Remove all traces of SSN's old port of ZDoom's secplanes for slopes, since our slopes do not need them 2017-01-02 19:12:09 +00:00
toasterbabe
3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe
ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe
be973d6990 expanded comment for future generations 2016-08-13 15:07:40 +01:00
toasterbabe
612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
toasterbabe
5d6463fafc Fixed Knuckles being able to climb in space in OpenGL.
To understand: look at AjustSegs(void) in hw_bsp.c. It reallocates the vetex_t pointers for lines as POLYVERTEX_T pointers, and of COURSE things are gonna get wacky when you're casting pointers.

I dunno how resilient the FLOAT_TO_FIXED solution is or whether it'll be netgame compatible (yayyy float precision loss) but it's not like our builds are netgame compatible with themselves
2016-08-13 13:39:24 +01:00
Alam Ed Arias
7b88db478c Merge branch 'public_next' into private 2016-07-21 19:22:30 -04:00
Monster Iestyn
4d0f0230de Fix chasecam/awayviewmobj viewz offset to be consistent with non-skybox frame rendering 2016-07-17 17:36:37 +01:00
Alam Ed Arias
214cd404bd Merge branch 'public_next' into master 2016-06-08 15:29:25 -04:00
Monster Iestyn
29ea733ae5 Fix sprites in skyboxes not having clipping arrays actually set properly 2016-06-08 17:53:34 +01:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Monster Iestyn
b4cf7fbc97 Fix player 1 and player 2 affecting whether the other can see skyboxes or not 2016-05-18 18:20:56 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn
ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Monster Iestyn
d53801c85c Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled 2016-04-21 18:50:30 +01:00
Monster Iestyn
e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn
d47ccb0859 Merge branch 'next' into skybox-hotfix 2016-04-20 18:16:46 +01:00
Inuyasha
3117a6a16e Splitscreen fixes
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn
b1e736242f fixed all compiling errors relating to ESLOPE being undefined 2016-04-06 22:19:39 +01:00
Inuyasha
50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias
d2241ce30a Merge branch 'next' into skybox-hotfix 2016-03-31 21:42:59 -04:00
Monster Iestyn
099e25824f First person view now should correctly take the skybox centerpoint's angle into account 2016-03-05 16:29:25 +00:00
Monster Iestyn
166fafd717 Fixed div-by-zero crash relating to portals, drawsegs and midtextures
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
Monster Iestyn
9973bedd5f Free the memory of all clipping arrays for each portal properly
Not the actual fix I'm intending to make with this branch, but it's needed anyway
2016-02-05 16:38:33 +00:00