Nev3r
df0a40b3c2
Code refactoring to turn portal struct into a more generalized shape.
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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
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
fa6f791ec3
Fix -ANGLE_180 because MSVC complains
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-ANGLE_180 evaluates equal to ANGLE_180.
2018-12-25 01:14:05 -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
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Monster Iestyn
c4569e61a8
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
mazmazz
7d36aae7c4
Make lightlists react to control sector colormap changes (double pointer)
2018-09-12 16:06:56 -04:00
mazmazz
2701976ba3
Compiler fixes
2018-09-10 16:28:39 -04:00
mazmazz
e0d8a6eec0
Get rid of bottommap, midmap, topmap
2018-09-10 16:16:04 -04:00
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
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
toasterbabe
1d11a14f64
Getting polyobject flats to the equivalent functionality BEFORE I changed up how floor offsets worked. (Doesn't touch OGL, since they work perfectly there.)
2017-08-08 15:32:12 +01:00
Monster Iestyn
e5bf3dfa67
Merge branch 'master' into opengl-improvements
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# Conflicts:
# src/doomdef.h
2017-06-23 17:20:18 +01:00
Monster Iestyn
c3c85bb4d2
Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
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Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Alam Ed Arias
59d91e0793
build: r_bsp.c:213:23: warning: inlining failed in call to 'R_DoorClosed': call is unlikely and code size would grow [-Winline]
2017-03-23 23:13:31 -04:00
Monster Iestyn
e87324b814
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2017-01-10 20:07:02 +00:00
Monster Iestyn
b66925e467
R_FindPlane now has a polyobj argument, R_DrawPlanes now skips polyobj planes, like it does with FOF planes
2016-10-09 21:48:25 +01:00
Monster Iestyn
1c23a84aa5
set floorcenterz/ceilingcenterz for all of R_Subsector to use, not just FOF planes
2016-10-09 20:55:04 +01:00
Alam Ed Arias
57091261d9
MSVC: fixed up MSVC project
2016-05-21 23:53:04 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
b45b9801d6
Merge branch 'next' into slope-fixes
2016-03-31 21:43:51 -04:00
Monster Iestyn
6bda1a57a5
Fix FOF plane light underside checks
2016-03-29 15:40:01 +01:00
Monster Iestyn
6623a9148e
Fix HOMs by actually bothering to check if either side of a seg has slopes for height-checking code
2016-03-18 23:58:58 +00:00
Monster Iestyn
166fafd717
Fixed div-by-zero crash relating to portals, drawsegs and midtextures
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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
Inuyasha
5320424269
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:09:08 -08:00
Monster Iestyn
9e29b69a29
Remove unused "firstnewseg" variable
2016-01-31 16:49:04 +00:00
Alam Ed Arias
c33d20acff
whitespace cleanup
2016-01-21 13:50:05 -05:00
Monster Iestyn
8cad9a6dc8
We can compile the slopes code now, yay! My brain hurts.
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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
773e5fbda6
Fix sloped FOF/ground weirdness ( STJr/SRB2Internal#26 )
2015-09-24 15:35:55 -05:00
RedEnchilada
9155fd6c14
Fix unexpected behavior with colormaps in sloped sectors
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To be specific: when a sector had a sloped ceiling and a colormap was
placed above it, the colormap wouldn't fill anything above where the
ceiling height is at the sector's midpoint. This is fixed.
2015-08-24 22:09:19 -05:00
RedEnchilada
fb9d07b8ba
Bugfixes to sloped FOF plane clipping
2015-05-21 22:13:51 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
234f734fe5
Fix sprite clipping and some blocking walls being rendered around slopes
2015-04-30 00:38:51 -05:00
RedEnchilada
779faaa93f
SLOPES IN SOFTWARE MOD EHOLY SHIT
2015-04-20 02:10:14 -05:00
RedEnchilada
65719c5b99
Make wall renderer account for slopes properly (in most cases)
2015-04-19 22:20:54 -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
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
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00