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  1. Nov 19, 2018
  2. Oct 13, 2018
  3. Oct 09, 2018
  4. Oct 08, 2018
  5. Oct 07, 2018
  6. Oct 06, 2018
  7. Oct 05, 2018
  8. Oct 04, 2018
  9. Sep 21, 2018
  10. Sep 20, 2018
  11. Sep 10, 2018
  12. Sep 09, 2018
    • Monster Iestyn's avatar
      R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just... · c0bf79ad
      Monster Iestyn authored
      R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
      
      With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
      c0bf79ad
  13. Aug 31, 2018
  14. Aug 26, 2018
  15. Aug 25, 2018
    • toaster's avatar
      Introduce a temporary measure to enable the old stuff, minus one of the most... · 85474e33
      toaster authored
      Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP.
      85474e33
    • toaster's avatar
      Clean up a bunch of v_video.c functions that previously exhibited unfortunate... · 80ac2366
      toaster authored
      Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
      
      * V_DrawFixedPatch and ilk:
      	* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
      	* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.
      
      * V_DrawFill:
      	* Reduce number of operations performed upon `c`.
      
      * V_DrawString and ilk:
      	* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
      80ac2366
    • toaster's avatar
      Fix up them there ghosts! · 91eb248e
      toaster authored
      * Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
      * Make ghosts spawn properly on slopes.
      91eb248e
    • toaster's avatar
      Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs: · 973b3c3f
      toaster authored
      * Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
      	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
      	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
      * Change the fadestart and fadeend range in which colormaps are generated.
      	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
      	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
      973b3c3f
  16. Aug 10, 2018
  17. Aug 09, 2018
  18. Aug 07, 2018
  19. Aug 05, 2018
  20. Jul 28, 2018
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