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  1. Sep 24, 2016
  2. Sep 16, 2016
  3. Aug 26, 2016
  4. Aug 22, 2016
  5. Aug 20, 2016
  6. Aug 19, 2016
  7. Aug 18, 2016
  8. Aug 17, 2016
  9. Aug 16, 2016
  10. Aug 15, 2016
    • toaster's avatar
      this is shitty and glitchy but it compiles · 76e53ee3
      toaster authored
      remove all the places where i've set vis->scalestep to anything other than 0 to see something that LOOKS okay, but doesn't fulfil exactly what i want (that being a sprite that looks exactly like a midtexture)
      76e53ee3
  11. Aug 11, 2016
    • Alam Ed Arias's avatar
      Merge branch 'public_next' into master · 074dde5f
      Alam Ed Arias authored
      074dde5f
    • Alam Ed Arias's avatar
      Merge branch 'next' into public_next · 60f0bd8e
      Alam Ed Arias authored
      60f0bd8e
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · fb8de61a
      Alam Ed Arias authored
      fb8de61a
    • Monster Iestyn's avatar
      Merge branch 'new_new_spriteframe_angle' into 'master' · 1ea0f9ce
      Monster Iestyn authored
      NAMEcLcR sprite angle loading, take 2
      
      HEY LOOK, A NEW SPRITE LUMP LOADING FEATURE (which isn't that new since this merge request description is literally copypasted from the one for public next)
      
       * NAMEcL refers to a frame which is seen for the entirety of an object's left side. (ie - in 2d mode, facing to the left relative to the camera)
       * NAMEcR refers to a name which is seen for the entirety of an object's right side. (ie - in 2d mode, facing to the right relative to the camera)
       * NAMEcLcR does both sides, duh. I didn't break reflection.
       * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5-8 OR a NAMEcR OR a NAMEc0
       * Having just a NAMEcR requires you to fill in the opposite side either with NAMEcn where n is 1-5 OR a NAMEcL OR a NAMEc0
       * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. Has a very small window where you can see a NAMEc1 and NAMEc5 if you only use one of NAMEcL or NAMEcR down one side.
       * The specific symbols selected for this were selected for 1) ease of mental understanding (Left, Right) and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose, which only goes up to G
      
      totally makes sense for stuff like NiGHTS stuff, Axis2D stuff, and maybe if SRB1 survives the chopping block in some shape or form it can take advantage of that too
      
      See merge request !33
      1ea0f9ce
    • Monster Iestyn's avatar
      Merge branch 'opengl-planes' into 'master' · c79428a1
      Monster Iestyn authored
      OpenGL planes fix
      
      This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).
      
      If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.
      
      See merge request !97
      c79428a1
    • Monster Iestyn's avatar
      Merge branch 'fof-slope-crash-fix' into 'master' · ae5844be
      Monster Iestyn authored
      Fof slope crash fix
      
      This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.
      
      Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.
      
      See merge request !96
      ae5844be
  12. Aug 09, 2016
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