- Apr 21, 2018
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Monster Iestyn authored
Don't init the sound system on dedicated servers See merge request STJr/SRB2!225
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Monster Iestyn authored
Fixed "invalid pointer" error when passing "" to Command_connect(). See merge request STJr/SRB2!234
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Monster Iestyn authored
Removed contradictory `-connect` check See merge request STJr/SRB2!236
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Monster Iestyn authored
Rewrite of d_netfil.c's findfile See merge request STJr/SRB2!240
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Monster Iestyn authored
Dedicated debug hotfix See merge request STJr/SRB2!239
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Monster Iestyn authored
Movie mode: special stage intro fade recording fix See merge request STJr/SRB2!229
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- Apr 15, 2018
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Monster Iestyn authored
Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there. This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect. Note: Untested as of writing
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Monster Iestyn authored
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- Apr 03, 2018
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SteelT authored
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SteelT authored
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toaster authored
Opengl Quick Fixes See merge request STJr/SRB2!237
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- Mar 30, 2018
- Mar 29, 2018
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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.
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- Mar 24, 2018
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jameds authored
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- Mar 23, 2018
- Mar 22, 2018
- Mar 21, 2018
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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.
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- Mar 20, 2018
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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.
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- Mar 18, 2018
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Sryder authored
This reverts commit 121fcd83. The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
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Sryder authored
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- Mar 17, 2018
- 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 14, 2018
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Alam Ed Arias authored
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colette authored
Credits update See merge request STJr/SRB2!231
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toaster authored
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toaster authored
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toaster authored
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- Mar 09, 2018
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Monster Iestyn authored
Fix Lua panic when archiving a table element with an userdata key
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