- Apr 06, 2018
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toaster authored
Texture fixes See merge request STJr/SRB2Internal!135
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toaster authored
Pretty stuff See merge request STJr/SRB2Internal!131
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/hardware/hw_draw.c
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Monster Iestyn authored
# Conflicts: # src/f_finale.c # src/hardware/hw_draw.c # src/hardware/hw_main.c # src/hardware/r_opengl/r_opengl.c # src/sdl12/hwsym_sdl.c # src/sdl12/i_video.c
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toaster authored
* Make sure showfps never covers anything relevant to the base game. * Tweak spectator text for raising/lowering. * Minor code-smell squishes.
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toaster authored
* Fix that one comment Digiku mentioned. ;P * Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
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- Apr 05, 2018
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wolfs authored
Feel free to reorganize as necessary.
- Apr 03, 2018
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Alam Ed Arias authored
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Alam Ed Arias authored
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toaster authored
Opengl Quick Fixes See merge request STJr/SRB2!237
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- Mar 30, 2018
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Sryder authored
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
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toaster authored
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toaster authored
* Tweak thrown ring colours. * Make Armageddon shield loop properly. * Tweak drowning numbers to be consistent between third and first person.
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Sryder authored
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Sryder authored
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Sryder authored
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toaster authored
* Prevent ANY input when blindfolded. * Make CECHOs always perplayer'd. (A little hacky; quads will need work here.) * Make NiGHTS link timer bounces not a mess, and only when the colour changes.
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- 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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Nev3r authored
Signed-off-by:
Nevur <apophycens@gmail.com>
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- Mar 26, 2018
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toaster authored
* cv_powerupdisplay. Never, First-person only (default), Always. * New monitor stuff. * Fixed hitmessages. * Some CTF stuff. * Aaaaugh it's a lot I hate myself I need to work on my coursework. * I'll figure out what I did here in the merge request when that's done.
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- Mar 24, 2018
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/d_main.c # src/st_stuff.c
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- Mar 23, 2018
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Sryder authored
I don't think it does anything for us anymore, and might even break things with slopes. Someone let me know if I'm wrong and am breaking things horribly here.
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- 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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toaster authored
* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing. * Make race countdown happen in a bunch of appropriate circumstances. * Refactor race countdown. * Remove a lot of useless stuff from H&S/Tag UI. * Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font. * Remove useless PLAYING/SPECTATE text from lives element. * Merge lap counter into lives element. * Move some other text around.
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- Mar 20, 2018
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toaster authored
* Remove deprecated P_Random() from Lua.
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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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toaster authored
* Clean up a lot of NiGHTS stuff still using the old, shitty NOSCALESTART offsetting in nonstandard resolutions. * Clean up the ST_ drawing macro list.
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- Mar 19, 2018
- 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
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Sryder authored
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
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