Commit graph

44 commits

Author SHA1 Message Date
MPC
9c2197db17 Software plane fixes 2018-12-14 14:08:25 -03:00
Monster Iestyn
33c1ac33f5 Merge branch 'next' into 21-version
# Conflicts:
#	src/d_netcmd.c
2018-12-02 15:45:07 +00:00
Wolfy
b8ce51bff2 Multiple admins
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
2018-11-29 06:46:59 -06:00
MonsterIestyn
b53cd70201
Merge branch 'next' into PK3-BackportNext 2018-11-26 18:56:51 +00:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Nev3r
c548aaa347 Backported PK3 support to 2.1
Hopefully I'm not missing anything.

Signed-off-by: Nev3r <apophycens@gmail.com>
2018-11-23 16:58:16 +01:00
Alam Ed Arias
fb08950c19 Fix stringop-truncation: ‘strncpy’ output truncated before terminating nul copying 8 bytes from a string of the same length 2018-11-14 16:32:57 -05:00
toaster
b1e02467bf Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more! 2018-10-07 15:00:58 +01:00
toaster
973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
Monster Iestyn
b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
Monster Iestyn
f5f2542849 Go through all the polyobjects to find leftover polyobj planes to add to the draw nodes list
I'm convinced there's going to be some stupid side effects from doing this, but it's the quickest way I can fix the polyobj planes not all appearing anyway
2016-11-16 17:50:44 +00:00
Monster Iestyn
ff0b1d1dfa Split polyobj plane drawnode-creating code from ds->maskedtexturecol code, and add plane bounds checking 2016-10-11 22:35:46 +01:00
Wolfy
8561a6b413 Merge branch 'sprite-loading-tweaks' into 'master'
Fix R_AddSingleSpriteDef's I_Error messages

Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")

Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"

See merge request !95
2016-08-07 16:33:15 -04:00
Monster Iestyn
5fd87351a8 Place precision of 4 on sprname string in the I_Error messages, so that you just get "PLAY" instead of "PLAYC2C8" or "PLAYA0" etc
This is so custom character creators won't get confused by having two different frames shown in the same message anymore, bleh
2016-06-13 22:52:20 +01:00
Alam Ed Arias
2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha
7c79bbc0b3 Proper overflow checking, applied to FOFs and midtex's too
This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Monster Iestyn
7830a9e27b Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2
I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
2016-04-10 20:27:55 +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
f84d76c683 Merge branch 'next' into portal-fix 2016-03-30 20:43:25 -04:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d removed/remline ununsed code 2016-03-30 14:05:07 -04:00
Alam Ed Arias
b173c3e31e Merge branch 'next' into portal-fix 2016-03-07 16:44:59 -05:00
Monster Iestyn
ffa9a4e056 Removed the removal of SF_SUPER from skins other than Sonic
# Conflicts:
#	src/r_things.c
2016-02-29 01:16:17 -08:00
Monster Iestyn
dabc4415af Fix crash caused by drawing scaled, mirrored sprites semi-covered on the left side by portal edge
I suspect this crash was possible even outside the context of portals, but whatever
2016-02-13 18:11:50 +00:00
Monster Iestyn
ae2b1e8ea1 Use <= instead of ==, so that sprites for second-tier portals and beyond still display
thx Red for spotting this
2016-02-06 21:06:52 +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
1e131d2786 Partial undo of what I did last commit to make Inu happy again.
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!
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
049689334d large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Monster Iestyn
8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
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
1376f399d3 Sprite lighting obeys the slope overlords now 2015-05-18 00:23:44 -05:00
RedEnchilada
e83844796e Proper sorting fix for sloped FOFs and sprites 2015-05-17 21:49:13 -05:00
RedEnchilada
780c568aaf Fix sprite-to-plane sorting on sloped FOFs 2015-05-17 12:03:52 -05:00
RedEnchilada
3644d4d883 Minor code cleanup around renderer gunk
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
RedEnchilada
1078be3c30 Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks 2015-04-06 11:22:27 -05:00
MonsterIestyn
6cff0bba70 Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
1b0b9fa537 Merge branch 'master' of https://github.com/ilag11111/SRB2
With whitespace fixup
2014-03-28 11:58:35 -04:00
ilag11111
544682f140 Proof of concept fix for Sonic not being MD2-able 2014-03-27 18:04:03 -07:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00