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
c5e99050fc
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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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'
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# 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'
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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
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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
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# 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'
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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.
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* 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
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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
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# 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
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# 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
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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
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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
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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