Monster Iestyn
6ca806a8c0
Fix FOF lighting being stupid with repeating midtextures.
2016-12-31 20:44:16 +00:00
Monster Iestyn
5be8e4f1b0
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
...
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2016-11-07 21:55:56 +00:00
toasterbabe
6a070adf4b
Making the flag value more obvious.
2016-08-08 14:35:18 +01:00
toasterbabe
333d8c882e
Recreating NAMEcLcR sprite angle loading in internal, as Inu requested.
2016-07-19 00:04:00 +01:00
toasterbabe
17e0adcbac
Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
...
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
Inuyasha
f07585191b
copyright dates/statements updated and such
...
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
49b1c277af
Merge branch 'next' into portal-fix
2016-03-25 18:43:07 -04:00
Inuyasha
5a38088623
Well, we don't need "experimental" slopes anymore either
...
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
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
RedEnchilada
1f5fc04d60
Add vertex slopes
2015-08-03 22:15:59 -05:00
RedEnchilada
049bbce5c0
Add data to slope struct that will be useful later
2015-08-03 17:37:50 -05:00
RedEnchilada
89319b1c2a
Dummy out m_vector and use m_fixed's functions instead
...
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -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
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
1b9180111c
Pin midtextures based on slopes, including bending on wall crossing
2015-05-04 15:15:57 -05:00
RedEnchilada
6fa1448f59
More cleanup, and made dynamic sloping more efficient/fixed memory leak
2015-04-26 21:50:50 -05:00
RedEnchilada
aeef23e816
MakeSlope_Line cleanup/fixed-point conversion
2015-04-26 13:06:23 -05:00
Ronald Kinard
54f0d0c110
IN PROGRESS: porting eternity slopes from srb2cb
2014-11-18 18:45:57 -06:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
ilag
1af18c7013
Redo all changes I ended up losing trying to undo the mess I made.
...
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00