- Sep 14, 2018
- Sep 11, 2018
-
-
Monster Iestyn authored
Colormap code cleanup See merge request !275
-
- Sep 10, 2018
-
-
Monster Iestyn authored
-
- Sep 09, 2018
-
-
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
-
- Sep 02, 2018
-
-
Monster Iestyn authored
Fix for HOM removal in non-green resolutions See merge request !273
-
- Aug 31, 2018
-
-
Monster Iestyn authored
-
- Aug 26, 2018
-
-
Monster Iestyn authored
Yo Screen So Wide y Is Invalid See merge request !271
-
toaster authored
-
- Aug 25, 2018
-
-
Monster Iestyn authored
v_video Killed The r_radio Star See merge request !270
-
Monster Iestyn authored
Zalloc Potter and the Death-Free Hallows See merge request !269
-
Monster Iestyn authored
Lighting fixes? Plane and simple! See merge request !268
-
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.
-
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.
-
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.
-
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...
-