Alam Ed Arias
e5a14d859e
Merge branch 'public_next' into private
2016-05-27 11:37:09 -04:00
Monster Iestyn
0081397920
OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved
2016-05-27 14:53:36 +01:00
Inuyasha
50d3fe15b8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/d_main.c
# src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias
51aa7692d8
Merge branch 'master' into next
2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d
removed/remline ununsed code
2016-03-30 14:05:07 -04:00
Inuyasha
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
toasterbabe
f59c8d20e5
fix md2 blendcolors for reduced palette
2016-02-11 18:37:53 -05:00
Alam Ed Arias
e4ad95856f
Merge branch 'public_next' into master
2016-02-09 14:49:17 -05:00
Monster Iestyn
5d1c8d2968
My cherry picking somehow lead to these functions being doubled ...whoops
2016-02-09 19:35:04 +00:00
Alam Ed Arias
d09016c808
Merge branch 'public_next' into master
2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980
Merge branch 'master' into next
2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6
Tabbing
2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58
Change a few colours.
2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Sean Ryder
b7ebb8186d
Fix MD2 interpolation for FF_ANIMATE states
2016-02-09 16:20:18 +00:00
Sean Ryder
7d914913dd
Tabbing
2016-01-20 15:55:32 +00:00
Alam Ed Arias
1a56d48cd9
Merge branch 'public_next' into master
2016-01-14 12:37:04 -05:00
RedEnchilada
b9b1e2b298
Fix MD2s
2016-01-02 21:53:43 -06:00
Sryder13
d050a60f36
Change a few colours.
2015-08-03 02:01:56 +01:00
Sryder13
cc3d3a67e6
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2015-07-26 20:14:47 +01:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
...
Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
f0054be951
whitespace fixup
2015-06-18 10:05:51 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
...
Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
c93ae69d9d
Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
...
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
MonsterIestyn
93734b6d60
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
...
Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:36 -06:00
Sryder13
781dd16fa6
Fix THOK MD2's not rotating with camera
...
Will also fix any other case that an mobj has a skin and a single frame.
2014-09-10 00:22:39 +01:00
Sryder13
5b324924ff
Undo MD2 Spin Frame Interpolation
...
Because apparently people don't like them like that.
2014-04-17 11:57:10 +01:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Sryder13
b63e99efd8
OpenGL Screen Flip
...
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Sryder13
7e04e679a9
Player Spin Frame MD2 Interpolation
...
Player spin frames on MD2's interpolate correctly when moving slowly.
2014-04-07 12:37:15 +01:00
Sryder13
9f0aacb059
MD2 Texture load fix
...
Fixes MD2's using sprites on the first frame when they're loaded.
2014-03-30 17:45:58 +01:00
Sryder13
770c7eeade
LightLevelToLum gone
...
LightLevelToLum unused by everything now, it seemed to be giving wrong
values for lightlevels.
2014-03-24 16:11:25 +00:00
Sryder13
c72fc0f10d
Warning gone.
...
Hopefully.
2014-03-21 18:03:40 +00:00
Sryder13
ba0c93d814
MD2 & Patch drawing fixes
...
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