Commit graph

101 commits

Author SHA1 Message Date
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
R_IsEmptyLine is now a thing too btw
2017-01-10 20:07:02 +00:00
Monster Iestyn
c5e99050fc More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2017-01-10 18:01:03 +00:00
Monster Iestyn
93a40eb87a Merge branch 'master' into opengl-improvements 2017-01-09 22:13:34 +00:00
Monster Iestyn
166c6746cd Merge branch 'public_next' 2017-01-08 16:05:32 +00:00
Monster Iestyn
87dc33a78d Merge branch 'master' into next 2017-01-08 15:59:34 +00:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00
Alam Ed Arias
97f87827f4 hardware: init undef vars in HWR_SortVisSprites 2016-12-22 19:42:00 -05:00
Monster Iestyn
0538c98251 Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway 2016-12-21 22:31:09 +00:00
Monster Iestyn
a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +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
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe
ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe
5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
Inuyasha
d7aae15a6f Merge branch 'animated-sky' into 'master'
Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
2016-09-29 08:34:12 -04:00
toasterbabe
28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
Alam Ed Arias
074dde5f78 Merge branch 'public_next' into master 2016-08-11 12:59:04 -04:00
toasterbabe
76e658bf1b Minor re-ordering to optimise this branch. 2016-08-07 00:21:16 +01:00
Monster Iestyn
fe5b8c58af Add basic support for animated sky textures 2016-07-31 20:51:39 +01:00
Monster Iestyn
2870e19f7f Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
toasterbabe
333d8c882e Recreating NAMEcLcR sprite angle loading in internal, as Inu requested. 2016-07-19 00:04:00 +01:00
Alam Ed Arias
8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias
2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
Alam Ed Arias
b9a39f3043 Merge branch 'public_next' into master 2016-06-04 22:36:55 -04:00
Monster Iestyn
4c422f6605 OpenGL: closed door/window detection code now accounts for slopes, just like in software 2016-06-04 18:31:21 +01:00
Alam Ed Arias
c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
Monster Iestyn
c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Monster Iestyn
bf85cc25bd OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews 2016-06-01 18:51:38 +01:00
Alam Ed Arias
e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Alam Ed Arias
20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias
b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn
11c24f5ab6 Merge branch 'next' into gl-slopes
# Conflicts:
#	src/hardware/hw_main.c
2016-04-09 22:12:29 +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
317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
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
Alam Ed Arias
0369f39ef4 Merge branch 'master' into gl-slopes 2016-02-22 00:15:26 -05:00
RedEnchilada
bcd05b1c63 Also fixed it for MD2s 2016-02-21 23:04:14 -06:00
RedEnchilada
ce793dfe28 Fix vissprite-related crashing in OGL 2016-02-21 22:50:29 -06:00
Monster Iestyn
f87f1b7b1a Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever) 2016-02-21 11:37:59 -06:00
Inuyasha
e87a86dd67 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:03:02 -08:00
Inuyasha
f17be6641e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:00:28 -08:00
Monster Iestyn
0455b572dc Removed weird test for water planes in HWR_Subsector
It crashes when you try to test it anyway, lol
2016-02-03 17:58:44 -08:00
yellowtd
b3fbc37c94 Midtextures, lights, and culling fixes for ogl slopes
There's a weird issue with lights that's hard to diagnose but otherwise
this is ready to go I think
2016-01-27 20:10:02 -06:00
yellowtd
e6235d4d6b Fix FOF slope rendering in ogl
should work as well as software if not better now
2016-01-27 20:09:52 -06:00
yellowtd
52ae3f2875 GL slope walls and fixed plane culling 2016-01-27 20:09:34 -06:00