- Nov 10, 2018
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly R_IsEmptyLine is now a thing too btw
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Monster Iestyn authored
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now Other notes: * on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way * despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
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Monster Iestyn authored
Other notes: * Renamed all new functions to have HWR_ prefix instead of gld_, for consistency * HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory * The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
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Monster Iestyn authored
Opengl improvements backport See merge request STJr/SRB2!304
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Monster Iestyn authored
Update readme See merge request STJr/SRB2!313
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Monster Iestyn authored
Update copyright info See merge request STJr/SRB2!309
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- Nov 09, 2018
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Alam Arias authored
Minor remote viewpoint bugfixes.
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SteelT authored
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Monster Iestyn authored
Some code cleanup. See merge request STJr/SRB2!298
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- Nov 08, 2018
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Monster Iestyn authored
Winsock error handling fixes See merge request !303
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- Nov 07, 2018
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TCLScrufflet authored
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- Nov 05, 2018
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Lactozilla authored
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- Nov 02, 2018
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Monster Iestyn authored
File loading hotfix See merge request STJr/SRB2!310
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Monster Iestyn authored
Make sure handles of files opened by W_LoadWadFile are closed if we abort loading the files for whatever reason. ESPECIALLY if the file is already loaded in SRB2, that's just silly.
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Monster Iestyn authored
Patch offsets fix See merge request STJr/SRB2!305
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- Nov 01, 2018
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SteelT authored
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- Oct 31, 2018
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Monster Iestyn authored
MI minor refactoring See merge request STJr/SRB2!294
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Monster Iestyn authored
Multi-patch texture support for transparency AND translucency See merge request STJr/SRB2!293
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- Oct 30, 2018
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Monster Iestyn authored
now that V_FLIP's effects are always supported in V_DrawFixedPatch, there's no need for the "flip" variable anymore
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Monster Iestyn authored
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- Oct 29, 2018
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Monster Iestyn authored
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Monster Iestyn authored
HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields
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Monster Iestyn authored
Make V_OFFSET no thing without V_NOSCALESTART, to remove any potential glitches with using it on its own
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Monster Iestyn authored
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- Oct 27, 2018
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Monster Iestyn authored
Removed all remaining traces of VID_X11 code in hw_drv.h and hw_data.h, the macro is no longer used by Linux etc versions of SRB2. Unlike the rest of the commits in this branch (as of writing), I didn't make this commit between 1 and 2 years ago, I made it right now ;)
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Monster Iestyn authored
Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
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Monster Iestyn authored
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
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Monster Iestyn authored
this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
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Monster Iestyn authored
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
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Monster Iestyn authored
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Monster Iestyn authored
I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
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Monster Iestyn authored
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack This fixes GFZ2's mysterious flying flats at the ramp to the big room
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Monster Iestyn authored
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Monster Iestyn authored
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
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Monster Iestyn authored
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