Jaime Passos
e3ab21c85f
opengl
2019-12-17 13:48:48 -03:00
Jaime Passos
c6f36fc470
un-ROTSPRITE rollangle and spriteinfo
2019-12-17 13:09:25 -03:00
Jaime Passos
369563ad92
allow models to change colors more than once.
2019-12-17 12:50:41 -03:00
Jaime Passos
4e814cd424
FINALLY, COLORCUBIUM
2019-12-12 23:18:39 -03:00
Jaime Passos
228b29e23b
HWR_AllowModel
2019-12-12 22:53:19 -03:00
Jaime Passos
ca83bafae8
Initialise the variable, obviously
2019-12-12 22:32:19 -03:00
Jaime Passos
a138a3ab5f
Merge remote-tracking branch 'origin/dashmode-shader' into opengl-is-a-bad-renderer
2019-12-12 22:31:34 -03:00
Jaime Passos
08794559f0
Fix TC_ blending
2019-12-12 22:26:28 -03:00
Jaime Passos
d80bfb4e94
PU_HWRCACHE_UNLOCKED bmomento bróder
2019-12-12 21:23:55 -03:00
Jaime Passos
08d4a36f63
Texture blending port
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Co-authored-by: TehRealSalt <tehrealsalt@gmail.com>
2019-12-12 21:22:36 -03:00
Jaime Passos
6c3111d809
Stop crashing with models because someone keeps freeing those tags
2019-12-12 19:54:47 -03:00
lachwright
8a70759e0a
Add TC_DASHMODE color shader
2019-12-12 01:27:41 +08:00
Jaime Passos
40b862967d
Just in case?
2019-12-07 23:55:28 -03:00
Jaime Passos
a9183b474b
rename rollaxis to rotaxis
2019-11-13 12:47:30 -03:00
Jaime Passos
b54f6181c3
Rotation axis (will rename internally later)
2019-11-13 12:36:44 -03:00
Jaime Passos
245881ec55
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-12 21:38:02 -03:00
MascaraSnake
66123b8165
Merge branch 'internal-md3-vanilla-c' into 'master'
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Internal MD3 merge 2 good riddance glBegin
See merge request STJr/SRB2Internal!362
2019-11-12 15:44:20 -05:00
MascaraSnake
6b567bfb5c
Merge branch 'dashmodecut' into 'master'
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Dashmode polish
Closes #266
See merge request STJr/SRB2Internal!418
2019-11-12 15:40:46 -05:00
Jaime Passos
91a01be891
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-11 14:41:55 -03:00
James R
99cd5161be
Also allocate mipmap for MD2
2019-11-07 18:04:53 -08:00
James R
d2a7a87c7f
Fix nonpacked to packed cast for OpenGL
2019-11-07 16:30:29 -08:00
Jaime Passos
4ff769704a
function renaming
2019-11-05 10:28:19 -03:00
Jaime Passos
8ac49d8855
add gr_modelinterpolation
2019-11-04 12:21:53 -03:00
toaster
ef886e4b80
Fix TC_DASHMODE and associated not being applied in GL. (Won't conflict with md3 branch because these lines weren't modified there!)
2019-11-04 13:11:04 +00:00
toaster
915e50a1e4
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
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Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
toaster
8909598baf
Instead of checking for mod being nonzero, pretend it's 1 - after all, there's no good behaviour in that circumstance otherwise.
2019-11-02 18:25:56 +00:00
toaster
417f17ebdd
Do a bunch of stuff to the MD2/3 sprite2 support to get it back to feature parity with before, without going back to being hacky as fuck.
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* Store the number of frames per sprite2 run in the spr2frames struct.
* Reintroduce P_GetModelSprite2, to allow for the sprite2 defaulting system to be used to full advantage even in GL.
* Instead of splitting the SUPER and normal SPR2 stuff within the same cell of the struct, have them exist in different cells just like in the "normal" sprite2 structs.
* Allow for just providing spr2 frames in order without specifying which "normal" sprite2 frame it's supposed to replace.
Also:
* Fix FF_VERTICALFLIP-ignoring regression.
* Fix whitespace adjustment in win_dll.c
* Remove bracket in P_GetSkinSprite2 because I realised it was extraneous while making sure P_GetModelSprite2 worked with it.
2019-11-02 17:52:54 +00:00
Jaime Passos
79e99dc471
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-10-28 14:29:10 -03:00
toaster
5502242e8b
MD2 crash fix.
2019-10-13 11:59:38 +01:00
Jaime Passos
7746767735
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-10-06 17:40:41 -03:00
Jaime Passos
5118f8589d
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-09-28 12:14:55 -03:00
Steel Titanium
73146a8338
Restore code that somehow got reverted???
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How did this even happen??
2019-09-22 20:30:07 -04:00
Alam Arias
530b5784b8
platersprite_t is not the same as unsigned
2019-09-19 21:42:59 -04:00
Jaime Passos
db979845e0
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-09-15 16:24:24 -03:00
Jaime Passos
0cc553be5f
Merge remote-tracking branch 'jimita/flats-png' into flats-png_port
2019-09-06 19:20:45 -03:00
Jaime Passos
53ddf19f94
Interpolation flag support
2019-09-03 22:57:54 -03:00
Jaime Passos
4760ff0963
Crash prevention
2019-09-03 21:31:32 -03:00
Jaime Passos
1dca3338fd
Sprite2 support but I'm not a dumbass
2019-09-03 18:27:22 -03:00
Jaime Passos
c21d83e8af
Sprite2 support!
2019-09-02 23:29:16 -03:00
Jaime Passos
d99026df3b
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-b
2019-09-02 20:27:50 -03:00
Jaime Passos
f68652aa66
I
2019-08-18 14:16:48 -03:00
Alam Ed Arias
a6fe6ebcd3
Fix signed vs unsigned comapre
2019-08-07 12:41:22 -04:00
mazmazz
e1e2572357
More post-merge fixes
2019-08-04 21:49:31 -04:00
mazmazz
84c9633579
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-b
2019-08-04 21:33:13 -04:00
mazmazz
b1f402538f
Post-merge fixes (todo: spr2)
2019-08-04 21:32:41 -04:00
toaster
a87e1b8aa6
Fix inadvertent fallthrough and associated whitespace.
2019-08-04 10:27:36 +01:00
toaster
063e350c63
A good and bad ending cutscene now exist.
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Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
toaster
4ad1703ae3
Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
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This reverts commit c04b560e92
.
2019-07-03 00:58:02 +01:00
MascaraSnake
c04b560e92
Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
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This reverts merge request !239
2019-07-02 23:49:10 +00:00
mazmazz
dc0a92ea62
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla
2019-06-29 17:51:30 -04:00
toaster
faebe0f9af
Metal Sonic fixes!
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* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster
1d65caa250
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
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* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
Jaime Passos
a4a529bdb5
Hardware renderer: Disable Glide-specific texture handling
2019-05-26 17:41:10 -03:00
Steel Titanium
6aac014608
Generic model terminology
2019-05-02 22:55:45 -04:00
Digiku
d05caf5963
Update hw_md2.c -- add comment about anglef player->frameangle from Kart
2019-01-08 11:26:39 -05:00
Arthur
587ffa9ada
Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
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No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2018-12-27 00:35:29 -05:00
mazmazz
59826860ab
Ifdef nextFrame handling under USE_MODEL_NEXTFRAME
2018-12-19 10:33:13 -05:00
mazmazz
c4f5bdc347
Adapt re-enabled DrawMD2 code block for meshes
2018-12-19 00:38:00 -05:00
mazmazz
98d18509e6
Hide/add Kart FTransform mirror and anglez behind ifdef
2018-12-19 00:17:51 -05:00
mazmazz
45f0f725cd
More hw_md2 merge errors; re-enable interpolation code block
2018-12-18 23:44:38 -05:00
mazmazz
65543545c6
hw_md2 merge errors
2018-12-18 22:50:00 -05:00
mazmazz
3dbda54d3c
GCC compile fixes
2018-12-18 19:17:33 -05:00
Arthur
4713200fb5
push test
2018-12-18 17:52:50 -05:00
Arthur
76dabd5e9d
Support for 'tinyframes', and lots more optimization
2018-12-18 17:52:47 -05:00
Arthur
3ed0edbcfe
Common model format, with MD2/MD3 loading
2018-12-18 17:52:45 -05:00
Monster Iestyn
67a2922558
Ensure file is closed whenever MD2 reading errors happen
2018-10-27 18:53:38 +01:00
Monster Iestyn
b150e842fc
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2018-10-27 18:53:18 +01:00
mazmazz
62b6950e33
Use lightlist.extra_colormap double pointers in OpenGL
2018-09-12 16:28:55 -04:00
Monster Iestyn
f1bba60373
Merge branch 'md2-fopen-error' into 'master'
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More helpful error messages
See merge request STJr/SRB2!243
2018-07-06 14:38:59 -04:00
Monster Iestyn
130de10f97
Merge branch 'md2-smoother-interpolation' into 'master'
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Smoother MD2 interpolation
See merge request STJr/SRB2!224
2018-07-06 14:38:37 -04:00
Steel Titanium
b4d479ad9a
Include errno if not already included.
2018-05-13 16:04:34 -04:00
Steel Titanium
7f084868b9
More helpful error message
2018-05-13 15:35:38 -04:00
GoldenTails
7783ddd134
Update hw_md2.c
2018-05-13 14:34:08 -05:00
GoldenTails
5f0a45124c
Update hw_md2.c
2018-05-13 14:32:33 -05:00
GoldenTails
e66e0bb20e
Fixed MD2 models not loading correctly on Linux
2018-05-13 14:19:36 -05:00
Steel Titanium
0cc4b8d6db
Smoother MD2 interpolation
2018-02-06 14:50:08 -05:00
toasterbabe
b2d43cc56b
(re-)fix MD2 interpoleration.
2017-11-02 14:33:56 +00:00
Monster Iestyn
b52c843139
Merge branch 'public_next'
2017-11-01 18:39:25 +00:00
Monster Iestyn
2b1fb67a5f
DrawMD2i: change duration and tics to INT32, fix up any related code
2017-10-30 19:12:51 +00:00
Alam Ed Arias
5986720789
Build: fixups
2017-09-28 11:01:52 -04:00
toaster
3cc14e3985
Merge branch 'directionchar' into 'master'
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Autobrake & decoupling player sprite angle from camera angle
See merge request !69
2017-09-19 07:56:22 -04:00
toasterbabe
3c785cbe94
* Add Skid SPR2/state in preperation for directionchar.
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* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
toasterbabe
79dab78fd3
* Support FF_SPR2ENDSTATE in interpoleration.
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* Fix skidding interpoleration bug.
2017-08-27 16:35:19 +01:00
toasterbabe
973f700dcf
* Make the model->spr2frames dynamically allocated. (There's only two settings - on and off - but that's better than it perpetually being on...)
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* Fix up defaulting for DEAD to go to PAIN.
2017-08-27 14:56:07 +01:00
toasterbabe
76300026f8
* Added support for sprite2s to MD2s!
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- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
2017-08-26 18:56:23 +01:00
toasterbabe
2e6c09a636
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
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# Conflicts:
# src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
toasterbabe
780f9b1645
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
toasterbabe
8941379c64
Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.
2017-07-22 23:24:12 +01:00
toasterbabe
2636375f94
GL supporting.
2017-04-07 16:51:43 +01:00
Monster Iestyn
817f0908e4
made HWR_CreateBlendedTexture's color switch case take up not so many lines, and only one V_GetColor call is used now
2016-11-07 18:34:51 +00:00
Monster Iestyn
bbd67a6960
Merge branch 'master' into opengl-improvements
2016-11-06 18:02:34 +00:00
Monster Iestyn
cb1fbbf345
Merge branch 'public_next'
2016-11-06 18:02:12 +00:00
Monster Iestyn
2dfb841c38
Correcting slight mistake I made
2016-11-06 17:50:04 +00:00
Monster Iestyn
05860b2fa1
Ensure file is closed whenever MD2 reading errors happen
2016-11-05 20:51:48 +00:00
Monster Iestyn
b00c680437
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2016-11-05 20:40:48 +00:00
Monster Iestyn
2df7d8c4aa
Merge branch 'public_next'
2016-11-05 19:52:27 +00:00
Monster Iestyn
8909b7c27b
Change >= to >, I THINK having exactly 4096 vertices is safe?
2016-11-05 17:38:36 +00:00
Monster Iestyn
efe02e2a42
allow triangle/frame limits too
2016-11-03 22:53:49 +00:00
Monster Iestyn
561a0fe768
Attempt loading of an MD2 only once; if we failed then don't bother again
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This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn
2ec972af54
check numVertices, bail out and print error message if there are too many
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I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00