- Mar 16, 2018
- Mar 15, 2018
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Sryder authored
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Sryder authored
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them. Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
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- Mar 09, 2018
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Sryder authored
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
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- Mar 08, 2018
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Sryder authored
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- Mar 07, 2018
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Sryder authored
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time. Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
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Sryder authored
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart. It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future. The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
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- Mar 06, 2018
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Sryder authored
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- Mar 04, 2018
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Monster Iestyn authored
Linux limbo See merge request STJr/SRB2!228
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Monster Iestyn authored
Console key breakfast See merge request STJr/SRB2!226
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- Feb 23, 2018
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Monster Iestyn authored
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Monster Iestyn authored
Turns out compiling for Linux 32-bit using the Makefiles never actually defines LINUX! Apart from that, most of the existing Linux-specific code in SRB2's source code (except for tmap.s) actually uses __linux__ instead anyway
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Monster Iestyn authored
Eat unprintable keys too, since there's no reason to feed them to G_Responder anyway when the console is open
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- Feb 20, 2018
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Monster Iestyn authored
Make CON_Responder eat Ctrl+key combos that have no effect, instead of passing the key on to G_Responder
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- Feb 14, 2018
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Alam Arias authored
Fix net commands not always being freed
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LJ Sonic authored
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- Feb 08, 2018
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Monster Iestyn authored
Stop leaking names via metadata. See merge request STJr/SRB2!223
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- Jan 30, 2018
- Jan 04, 2018
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Alam Ed Arias authored
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- Dec 28, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Dec 27, 2017
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Monster Iestyn authored
2.1.20 preparation See merge request STJr/SRB2!215
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Monster Iestyn authored
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Monster Iestyn authored
Add command to restart the audio system Closes #27 See merge request STJr/SRB2!214
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SteelT authored
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Alam Ed Arias authored
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Monster Iestyn authored
P_RespawnSpecials mobj type hotfix See merge request STJr/SRB2!217
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Monster Iestyn authored
Airbob fix backport See merge request STJr/SRB2!219
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SteelT authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Dec 25, 2017
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Alam Arias authored
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- Dec 24, 2017
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Monster Iestyn authored
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Monster Iestyn authored
"addfile" console command netgame fixes See merge request STJr/SRB2!218
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- Dec 20, 2017
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toasterone authored
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