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  1. Aug 30, 2018
  2. Aug 29, 2018
  3. Aug 28, 2018
  4. Aug 27, 2018
  5. Aug 26, 2018
  6. Aug 25, 2018
    • Monster Iestyn's avatar
      Merge branch 'v_video_killed_the_r_radio_star' into 'master' · d5ab3e75
      Monster Iestyn authored
      v_video Killed The r_radio Star
      
      See merge request STJr/SRB2!270
      d5ab3e75
    • Monster Iestyn's avatar
      Merge branch 'zalloc_potter_and_the_death-free_hallows' into 'master' · ed5bed4d
      Monster Iestyn authored
      Zalloc Potter and the Death-Free Hallows
      
      See merge request STJr/SRB2!269
      ed5bed4d
    • Monster Iestyn's avatar
      Merge branch 'lighting_fixes_plane_n_simple' into 'master' · 0b8c2319
      Monster Iestyn authored
      Lighting fixes? Plane and simple!
      
      See merge request STJr/SRB2!268
      0b8c2319
    • toaster's avatar
      Introduce a temporary measure to enable the old stuff, minus one of the most... · 85474e33
      toaster authored
      Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP.
      85474e33
    • toaster's avatar
      Clean up a bunch of v_video.c functions that previously exhibited unfortunate... · 80ac2366
      toaster authored
      Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
      
      * V_DrawFixedPatch and ilk:
      	* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
      	* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.
      
      * V_DrawFill:
      	* Reduce number of operations performed upon `c`.
      
      * V_DrawString and ilk:
      	* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
      80ac2366
    • toaster's avatar
      Fix up them there ghosts! · 91eb248e
      toaster authored
      * Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
      * Make ghosts spawn properly on slopes.
      91eb248e
    • toaster's avatar
      Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs: · 973b3c3f
      toaster authored
      * Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
      	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
      	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
      * Change the fadestart and fadeend range in which colormaps are generated.
      	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
      	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
      973b3c3f
  7. Aug 24, 2018
    • toaster's avatar
      No longer are orbiting/trailing objects in charge of removing themselves. · a6813ae0
      toaster authored
      	* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions.
      	* Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed.
      	* Also, tweak a few places so that trailers AND orbiters can use the same system.
      Also, some minor thingies.
      	* Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit.
      	* Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
      a6813ae0
    • toaster's avatar
      Fix up the bugs from last night's hell netgame. · e5566df4
      toaster authored
      * The tab and intermissions rankings...
      	* ...now have parity in behaviour!
      	* ...now properly handle player counts over 8, and no longer supports player counts over 16!
      * The Item Arrow in Battle...
      	* No longer develops any extremely stupid bugs due to Orbinaut sprites that makes all objects in state S_INVISIBLE develop <!>'s! (Ask me about this if you're curious as to how it affected everything else too.)
      e5566df4
  8. Aug 23, 2018
  9. Aug 21, 2018
  10. Aug 20, 2018
  11. Aug 16, 2018
  12. Aug 15, 2018
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