Commit graph

53 commits

Author SHA1 Message Date
Lactozilla
86a052537e Add PO2 flat cases for sizes smaller than 32x32 2022-11-16 01:40:54 +00:00
Eidolon
90489de517 Merge branch 'slope-fog-fix' into 'next'
Fix slope planes not being able to render fog (fixes #664)

Closes #664

See merge request STJr/SRB2!1637
2022-11-13 20:17:07 +00:00
Sally Coolatta
a76968c6d9 Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
2022-04-27 18:37:45 -05:00
Sally Coolatta
bb6d4d10b5 Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
2022-04-27 18:37:45 -05:00
Sally Coolatta
c186d6402b Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)
2022-04-26 20:56:32 -05:00
Sally Coolatta
40b021d6e4 Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
2022-04-26 20:56:32 -05:00
spherallic
14295ac7de 2022 2022-03-03 20:24:46 +01:00
Jaime Ita Passos
5db4bff19c Fix slope planes not being able to render fog 2021-10-12 14:10:48 -03:00
LJ Sonic
d325c7e6d3 The year is 2021 2021-05-07 17:45:56 +02:00
Jaime Ita Passos
abe35fd008 Some interface fixes 2020-11-22 17:22:18 -03:00
Jaime Passos
8f65b98c24 Remove NOWATER define 2020-11-05 00:00:08 -03:00
Jaime Passos
4b7bfce95e Implement sloped floor sprites 2020-10-13 22:42:07 -03:00
Jaime Passos
cc97e22e2f Changes to sprite rendering:
- Added render flags (see r_defs.h)
- Implemented floor splats
- Drop shadow sprite rendering through render flags
2020-10-12 00:13:22 -03:00
Jaime Passos
b15bbd505c Merge branch 'next' into patch-stuff-again-2 2020-10-10 17:01:10 -03:00
James R
be4c5751f8 Revert "Warn when going to OpenGL from the menu"
This reverts commit 569453ee93.

And one line from b6089ccdaf.
2020-10-02 15:37:23 -07:00
Jaime Passos
78cc4a78d0 Refactor renderer switching 2020-08-14 22:27:16 -03:00
toaster
d593e2e1bb Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.

Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).

Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.

Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 23:10:00 +01:00
Louis-Antoine
892a8dd6e7 Make SRB2 flat like Earth 2020-03-20 18:55:29 +01:00
James R
7060083db5 Update copyright year to 2020 2020-02-19 14:08:45 -08:00
James R
7af2533d23 Make the menu option for renderer switching transparent under NOHW 2019-12-30 21:45:19 -08:00
James R
569453ee93 Warn when going to OpenGL from the menu 2019-12-29 18:37:22 -08:00
Jaime Passos
cc54163210 Merge remote-tracking branch 'origin/master' into renderswitch 2019-12-17 16:12:44 -03:00
Jaime Passos
871ebef332 Merge remote-tracking branch 'origin/master' into ripple2 2019-12-14 19:36:54 -03:00
Jaime Passos
a27a225a81 Remove SPANDRAWFUNC_MMX, as it's not needed anymore. 2019-12-13 19:02:36 -03:00
Jaime Passos
6720279969 Separate non-powers-of-two draw routines into its own file 2019-12-13 13:11:56 -03:00
Jaime Passos
fa58c1fb26 stuff 2019-12-13 12:26:47 -03:00
Jaime Passos
9248f12d55 Merge remote-tracking branch 'origin/master' into renderswitch 2019-12-10 23:01:10 -03:00
Steel Titanium
d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
Steel Titanium
2584241a44
Better ping implementation. 2019-11-17 20:22:47 -05:00
Jaime Passos
c6253bb6f9 Merge remote-tracking branch 'origin/master' into renderswitch 2019-11-12 20:25:40 -03:00
Monster Iestyn
520deac658 remove last few specks of Windows CE code I missed years ago 2019-10-22 16:39:44 +01:00
Jaime Passos
fe60902df5 Merge remote-tracking branch 'origin/master' into renderswitch 2019-09-27 22:53:57 -03:00
Jaime Passos
8057eeaaca Merge remote-tracking branch 'jimita/renderswitch' into renderswitch 2019-09-10 18:12:01 -03:00
Jaime Passos
f1cc17ea02 Enable usage of R_DrawSpan_8_MMX if drawing a flat with powers-of-two dimensions 2019-09-10 17:25:21 -03:00
Jaime Passos
1a9191dcd7 Attempt to fix warnings 2019-09-09 19:34:51 -03:00
Jaime Passos
ebc22b9df8 yet even more cleanup here 2019-09-09 16:31:30 -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
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
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
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
...that was a mouthful
2018-10-11 17:05:13 +01:00
Monster Iestyn
302d0425e0 Incinerated WinCE 2017-09-29 23:25:34 +01:00
Monster Iestyn
be13f10626 ended NDS 2017-09-29 22:48:14 +01:00
Monster Iestyn
23d28e6b8c Gutted the GP2X 2017-09-29 22:27:08 +01:00
Monster Iestyn
7481ffef2a Wiped out Wii (and Wii Linux) 2017-09-29 21:03:28 +01:00
Monster Iestyn
41ae71db4a postponed PSP 2017-09-29 20:34:16 +01:00
Monster Iestyn
5a16c39af0 XBOX was eXecuted 2017-09-29 19:27:17 +01:00
Monster Iestyn
f4e535a64d Burned Dreamcast port at the stake 2017-09-29 18:19:34 +01:00
toasterbabe
3e29ee3f01 Closed captioning!
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.

* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.

* Also, made V_StringWidth work with V_NOSCALESTART.
2017-04-17 01:09:47 +01:00
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
...that was a mouthful
2016-11-16 18:43:25 +00:00