- 12 May, 2020 1 commit
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sphere authored
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- 19 Feb, 2020 1 commit
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James R. authored
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- 01 Feb, 2020 18 commits
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GoldenTails authored
Make V_DrawCenteredSmallThinString() a less precise wrapper for V_DrawCenteredSmallThinStringAtFixed() for new "small-thin-center" option in v.drawString()
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GoldenTails authored
Make V_DrawRightAlignedSmallThinString() a less precise wrapper for V_DrawRightAlignedSmallThinStringAtFixed() for new "small-thin-right" option in v.drawString()
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GoldenTails authored
Create V_DrawCenteredSmallThinStringAtFixed() for new "small-thin-fixed-center" option in v.drawString() Thankfully "center" is just "right" but with the X offset divided by 2.
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GoldenTails authored
Create V_DrawRightAlignedSmallThinStringAtFixed() for new "small-thin-fixed-right" option in v.drawString() You guys have no idea how long this took to code.
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GoldenTails authored
I removed the limitation present in "small-thin" by converting all relevant variables to fixed_t's and using FixedMul() and FixedDiv() when necessary. Who'da thunk it would actually work?
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
These function names are starting to become rediculous...
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GoldenTails authored
Note this has some major limitations to prevent squished text. It defaults to using V_MONOSPACE|V_OLDSPACING and you cannot change the size of characters. V_6WIDTHSPACE seems to act exactly the same as V_OLDSPACING too.
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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GoldenTails authored
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- 27 Jan, 2020 1 commit
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Jaime Ita Passos authored
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- 05 Jan, 2020 1 commit
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Jaime Ita Passos authored
I was using V_GetColor in a lot of places I shouldn't have, making the game look wrong with a non-default colour profile. Though, I left R_RainbowColormap alone.
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- 17 Dec, 2019 1 commit
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Jaime Ita Passos authored
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- 13 Dec, 2019 1 commit
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Jaime Ita Passos authored
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- 06 Dec, 2019 1 commit
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SteelT authored
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- 04 Dec, 2019 1 commit
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Alam Ed Arias authored
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- 30 Nov, 2019 1 commit
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sphere authored
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- 23 Nov, 2019 1 commit
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Jaime Ita Passos authored
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- 10 Nov, 2019 1 commit
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Jaime Ita Passos authored
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- 05 Nov, 2019 1 commit
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toaster authored
https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif * Port MUSICDEFs from Kart. * Safe to modify without modifying game, so we can put it in music.dta eventually. * "Title", "AltTitle", "Authors" fields are self-evident. * "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select). * "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test. * Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test). * Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left). * Change V_DrawFixedPatch to allow scaling on two seperate axes. * Now called "V_DrawStretchyFixedPatch". * "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes). * Available to Lua under v.drawStretched! * Even works in GL! * Bugfix: Add SR_PLAYER to SOC's menutypes_list. Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
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- 14 Oct, 2019 1 commit
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Jaime Ita Passos authored
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- 10 Oct, 2019 1 commit
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SteelT authored
This is a huge hack as it requires another font set, with each character's offset manually being set using SLADE.
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- 09 Oct, 2019 1 commit
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SteelT authored
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- 27 Jul, 2019 1 commit
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toaster authored
Also: * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in). * Minor oversights in SPR2 support corrected. * Better evaluation, featuring ending assets. * Intro has warping-in blackrock, reusing ending assets. * Cutscene text now supports lowercase (intro and custom). * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.) * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column) Bugs: * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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- 07 Jan, 2019 1 commit
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Marco Z authored
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- 17 Dec, 2018 1 commit
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Latapostrophe authored
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- 16 Dec, 2018 1 commit
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Marco Z authored
* Add missing vars highlightflags, recommendedflags, warningflags from Kart * V_GetStringColormap() use vanilla behavior because Kart behavior glitches for us * V_GetStringColormap() made non-static
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- 25 Nov, 2018 1 commit
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Marco Z authored
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- 10 Nov, 2018 1 commit
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Marco Z authored
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- 05 Nov, 2018 1 commit
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Marco Z authored
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