Nev3r
f536ab3467
Fixed crash regarding opening reallocating. A thousand thanks go for MonsterIestyn for figuring this out.
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I carelessly changed the line's drawsegs to curdrawsegs without researching what that piece of code did.
2019-06-09 20:04:07 +02:00
Nev3r
d2692ddd24
viewx/viewy also need to be stored/restored.
2019-06-06 13:31:48 +02:00
Nev3r
2aabf6ffd5
Moving away more portal-related global vars to r_portal.
2019-06-03 13:33:12 +02:00
Monster Iestyn
1b2afea091
Merge branch 'public_next'
2019-05-03 16:42:42 +01:00
Monster Iestyn
a5dfbe7eff
add parentheses around these conditions to fix sloped lights cutting out lights on FOF walls for apparently no reason
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not making a merge request because this is so laughably stupidly simple
2019-05-03 16:38:59 +01:00
Monster Iestyn
7ae6d5ee8c
Merge branch 'public_next'
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# Conflicts:
# src/doomstat.h
# src/g_game.c
2019-03-28 14:19:02 +00:00
Monster Iestyn
147221cf6e
R_RenderThickSideRange: clamp lights that fail overflow test, rather than skipping them.
2019-03-25 18:54:47 +00:00
Nev3r
83f953edb8
Make FOFs extend to infinity when in contact with a horizon line.
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Make FOFs extend to infinity when in contact with a horizon line.
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-03-07 19:01:02 +01:00
Monster Iestyn
7a0d8b408e
Merge branch 'public_next'
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# Conflicts:
# src/d_main.c
# src/dehacked.c
# src/m_menu.c
# src/m_menu.h
2019-02-27 22:36:01 +00:00
fickleheart
7e026824a4
Fix rendering gaps on polys with upper/lower textures
2019-01-12 20:15:58 -05:00
mazmazz
075f28b7c8
WIP 20190101 merge
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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
mazmazz
842bcfc8a0
Merge remote-tracking branch 'public-gl/master' into 2122-version
2018-12-25 00:19:45 -05:00
mazmazz
b7edc7f870
Revert "Merge branch 'side-discolor-fix' into 'master'"
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This reverts commit e721a3d882
, reversing
changes made to 4656a0d02c
.
2018-12-24 20:58:26 -05:00
Alam Ed Arias
4651eddc36
Merge branch 'master' into next
2018-12-24 20:15:45 -05:00
Jimita
4c6334f459
cleanup
2018-12-24 17:21:33 -05:00
Jimita
5b285a60a2
Update r_segs.c
2018-12-20 16:15:19 -03:00
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
a71ca1d259
Merge branch 'fof-slope-skew-backport' into 'master'
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FOF wall slope skewing backport
See merge request STJr/SRB2!341
2018-11-26 08:54:29 -05:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Monster Iestyn
0a0336a674
Merge branch 'master' into fof-slope-skew-backport
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# Conflicts:
# src/r_segs.c
2018-11-23 22:40:28 +00:00
Monster Iestyn
224c0fccdb
Merge branch 'public_next'
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# 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
Monster Iestyn
948466658f
Merge branch 'fof-wall-rendering-fixes-and-cleanup' into 'master'
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FOF wall rendering fixes and cleanup
See merge request STJr/SRB2!317
2018-11-20 08:54:09 -05:00
Monster Iestyn
2d1f927a17
Fix the nonsense going on here regarding dc_colormap, this makes FOF walls appear strange if they were for a fog block with colormap adjacent to a normal sector with a colormap and no FOFs.
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...that was a mouthful
2018-11-19 22:12:26 +00:00
Monster Iestyn
80cbad61c0
Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
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Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn
bedfed2f00
Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
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Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Monster Iestyn
b9b0a8110c
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
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...that was a mouthful
2018-10-11 17:05:13 +01:00
mazmazz
7d36aae7c4
Make lightlists react to control sector colormap changes (double pointer)
2018-09-12 16:06:56 -04:00
Nev3r
f19b7bfacf
Merge branch 'horizon-line-hom-fix' into 'master'
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Horizon line HOM fix
See merge request STJr/SRB2Internal!152
2018-08-12 03:48:20 -04:00
Monster Iestyn
2cd2b6bf10
Backport Kart Krew's fix for the 1px HOM with horizon lines
2018-07-08 22:30:37 +01:00
Monster Iestyn
3a7241d9d3
change fickle's hack so that the bottoms of polyobj plane columns are set to 0 instead of 65535 when not intended to be visible
2018-05-25 20:54:50 +01:00
Monster Iestyn
efe9204f78
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
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Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Monster Iestyn
33a538383f
Added proper support for upside-down thok barriers, in both renderers
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Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
0dc867c05e
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
2018-02-03 18:30:49 +00:00
Monster Iestyn
9e4c985d70
some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
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(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn
7d150485c9
More sky fixes for software:
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* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn
40cb22a130
probably best if we did this instead actually
2018-01-08 14:29:47 +00:00
Monster Iestyn
3bc7073918
If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights
2018-01-08 14:29:39 +00:00
Monster Iestyn
a7dc20e7d2
Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
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Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2018-01-08 14:29:30 +00:00
Monster Iestyn
731ee115a3
Merge branch 'public_next'
2017-03-13 18:25:26 +00:00
Monster Iestyn
72bd3e28ed
Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
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Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn
3212ee0b0f
Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
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This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
Monster Iestyn
12ae6bb22a
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
6ca806a8c0
Fix FOF lighting being stupid with repeating midtextures.
2016-12-31 20:44:16 +00:00
Monster Iestyn
8e56582728
Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode
2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04
Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code)
2016-12-16 21:38:53 +00:00
Monster Iestyn
68c8b8a68a
Merge branch 'multipatchtex-translucent-cyanpixel-fix' into 'master'
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Multi-patch texture support for transparency AND translucency
Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency
See merge request !56
2016-12-12 14:29:44 -05:00
Monster Iestyn
410b55ebcd
Work on FLIPX/FLIPX support:
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*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn
2941521806
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
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...that was a mouthful
2016-11-16 18:43:25 +00:00