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  1. Jun 23, 2018
  2. Jun 03, 2018
  3. May 28, 2018
  4. May 26, 2018
    • Sryder's avatar
      Very large map rendering issue fixed · f4181f7e
      Sryder authored
      Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
      From what I know, this effects at least Aerial Garden and Seraphic Skylands
      f4181f7e
  5. May 20, 2018
    • Tasos Sahanidis's avatar
      Correct C FixedMul() off-by-one errors · 001e4e11
      Tasos Sahanidis authored
      The FixedMul() C implementation would produce off by one results,
      causing constant desyncs on 64 bit builds and builds without an
      ASM implementation of the function.
      
      This is fixed by shifting instead of dividing, possibly avoiding
      rounding errors.
      001e4e11
  6. May 17, 2018
    • Sryder's avatar
      OpenGL Map Specific palettes working · 092e7092
      Sryder authored
      This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
      I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
      This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
      092e7092
    • SteelT's avatar
      Fix console typo · 0bef99f5
      SteelT authored
      0bef99f5
  7. May 16, 2018
  8. Apr 21, 2018
  9. Apr 15, 2018
  10. Apr 03, 2018
  11. Mar 30, 2018
  12. Mar 29, 2018
    • Sryder's avatar
      static tempsec for R_FakeFlat · 65c893da
      Sryder authored
      I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
      65c893da
  13. Mar 24, 2018
  14. Mar 23, 2018
  15. Mar 22, 2018
  16. Mar 21, 2018
    • Sryder's avatar
      Transform sprites in world space rather than screen space · 0885d271
      Sryder authored
      Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
      This should allow sprite splitting and sorting of sprites with level geometry easier.
      stransform is no longer needed.
      0885d271
  17. Mar 20, 2018
    • Sryder's avatar
      Some fixes and updates for HWR_SplitWall · 4e95066f
      Sryder authored
      Solid walls *can* be cut
      Fix issues with water and fog FOFs not cutting each other out correctly
      Fix Fog colourmap and lighting setting that is done here.
      Remove HWR_SplitFog
      
      There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
      4e95066f
  18. Mar 18, 2018
  19. Mar 17, 2018
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