Monster Iestyn
e7e3b0ef38
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/hardware/hw_draw.c
# src/m_misc.c
# src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
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
Jimita the Cat
892e650712
dumb
2019-01-02 01:01:57 -03:00
Jimita the Cat
e765b9400c
Add support for flashpals in screenshots
2019-01-02 00:41:52 -03:00
Latapostrophe
1b61e15b1b
Merge branch 'master' into SRB2-CHAT
2018-12-23 10:26:08 +01:00
mazmazz
06ff171e19
Adjust vid.width floating point comparson for CHAT
2018-12-21 11:37:22 -05:00
Digiku
58a2cec70f
Merge branch 'float_equal' into 'master'
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Clear Float equal warnings
See merge request STJr/SRB2!383
2018-12-20 16:58:37 -05:00
Latapostrophe
25e6d5388c
merge conflict
2018-12-16 16:48:15 +01:00
Alam Ed Arias
6fd66bdb49
Clear float equal warnings
2018-12-14 20:34:06 -05:00
MPC
6b22dc183b
Fix the automap
2018-12-12 18:01:52 -03:00
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
0d38061db8
Fix V_SNAPTOx code to consider dupx/dupy the same way as Software mode
2018-11-13 18:13:51 +00:00
mazmazz
a362407886
Merge branch 'control-selector' into text-prompts
2018-11-12 21:11:53 -05:00
Monster Iestyn
d456a5362c
Whoops, mucked up this part of the conflict resolving
2018-11-10 15:55:09 +00:00
Monster Iestyn
268bde3fdf
Merge branch 'public_next'
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# Conflicts:
# src/d_netcmd.c
# src/d_netcmd.h
# src/dehacked.c
# src/g_game.h
# src/hardware/hw_draw.c
# src/hardware/hw_main.c
# src/lua_baselib.c
# src/lua_hook.h
# src/lua_hooklib.c
# src/lua_hudlib.c
# src/lua_libs.h
# src/lua_maplib.c
# src/lua_script.c
# src/m_misc.h
# src/p_mobj.c
# src/s_sound.c
# src/sdl12/mixer_sound.c
# src/w_wad.c
2018-11-10 15:41:57 +00:00
mazmazz
9ee894f777
Make gray/black text prompt backcolor darker in OpenGL
2018-11-09 22:52:13 -05:00
Monster Iestyn
444462732b
added HWR_DrawTutorialBack for OpenGL
2018-11-04 22:32:46 -05:00
Monster Iestyn
2fa0896fd0
Fix an error I made in HWR_DrawFixedPatch
2018-10-30 13:44:01 +00:00
Monster Iestyn
b022ff02a5
add missing SHORTs in HWR_DrawPatch and HWR_DrawCroppedPatch as well
2018-10-29 13:34:54 +00:00
Monster Iestyn
f8fd8f8ec5
HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields
2018-10-29 13:29:16 +00:00
Latapostrophe
ac7c249fd2
SRB2chat test rework
2018-07-31 11:10:02 +02:00
toasterbabe
4f3c9b5fad
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
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# Conflicts:
# src/hardware/hw_draw.c
2018-04-06 19:38:19 +01:00
Monster Iestyn
a3b86a737e
Merge branch 'public_next'
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# Conflicts:
# src/f_finale.c
# src/hardware/hw_draw.c
# src/hardware/hw_main.c
# src/hardware/r_opengl/r_opengl.c
# src/sdl12/hwsym_sdl.c
# src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
Sryder
f3d63b82ce
Revert "Fix screenshot functionality in fullscreen in SDL2"
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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
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
121fcd8369
Fix screenshot functionality in fullscreen in SDL2
2018-03-08 22:28:38 +00:00
toasterbabe
7018ce925b
Fixed the strengths going in the wrong direction of transparency in GL!
2018-02-12 21:31:03 +00:00
toasterbabe
c1b48ea79f
* Total overhaul of V_DrawFadeScreen(color, strength!
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- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
toasterbabe
dca107f630
* Update V_DrawCroppedPatch and V_DrawFill to support V_PERPLAYER.
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* Fix some mistakes in the comments for v_video.h.
2018-01-21 12:56:38 +00:00
toasterbabe
2141754e54
V_PERPLAYER. (Hooh boy.)
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* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
2018-01-20 22:14:24 +00:00
toasterbabe
df1e5eb9b7
* Optimise the new static code further.
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* Update all the other V_DrawCroppedPatch calls to match the new behaviour.
* Fix the OGL version of V_DrawCroppedPatch to match the new behaviour.
(To justify my changes: It's not exposed to Lua, and the function signature was a mess. This way it's easier to mentally map how it would work.)
2017-10-26 16:59:02 +01:00
toasterbabe
9d46ba281f
Screenshots now contain the palette you're actively looking at, as opposed to the palette the game/map has! This makes sense for colorblind users being able to store their precious memories, and it matches up with how gifs palettise.
2017-04-20 13:17:11 +01:00
toasterbabe
a66567ea0f
borp https://gfycat.com/AcceptableWhiteJabiru
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doesn't do anything in ogl sorry, inu might change that later but
2017-02-10 23:24:06 +00:00
Monster Iestyn
42f985cda5
Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha
2016-11-16 12:10:56 +00:00
Monster Iestyn
0726dbe018
Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height
...
Oh well, we're part of the way there, anyway
2016-11-15 20:33:07 +00:00
Inuyasha
0dd92e9396
V_DrawFill in OGL now consistent with software
2016-04-06 18:33:38 -07:00
Alam Ed Arias
f5cd1d5ebc
add check on write failed in old TGA screenshot code
2015-01-10 17:26:29 -05:00
Alam Ed Arias
8a9759a3e4
SRB2 2.1.8 release
2014-04-19 13:41:29 -04:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Sryder13
103258e364
OpenGL Flipped Patch Drawing
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V_FLIP in OpenGL.
2014-03-23 23:37:44 +00:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Sryder13
ba0c93d814
MD2 & Patch drawing fixes
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MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00