Commit graph

75 commits

Author SHA1 Message Date
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