- Nov 14, 2018
-
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Monster Iestyn authored
-
Monster Iestyn authored
Missed #ifdef HAVE_LIBGME in win_snd See merge request STJr/SRB2!326
-
Marco Z authored
-
- Nov 13, 2018
-
-
Monster Iestyn authored
mixer_sound fix x64 build issue See merge request STJr/SRB2!323
-
Monster Iestyn authored
Save the current renderer to screenshots. See merge request STJr/SRB2!324
-
Marco Z authored
-
SteelT authored
-
Marco Z authored
-
Monster Iestyn authored
Fix for object z positions on floating, bobbing FOFs See merge request STJr/SRB2!316
-
- Nov 12, 2018
-
-
Monster Iestyn authored
Fix monitors (and other objects) on a floating, bobbing FOF being stuck slightly above said FOF after it has finished bobbing
-
- Nov 10, 2018
-
-
Monster Iestyn authored
-
Monster Iestyn authored
OpenGL new clipping backport See merge request STJr/SRB2!315
-
Monster Iestyn authored
Alias recursion hotfix See merge request STJr/SRB2!314
-
Monster Iestyn authored
Compiling cleanup and fixes See merge request STJr/SRB2!311
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
-
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
-
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
-
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
-
Monster Iestyn authored
-
Monster Iestyn authored
Opengl improvements backport See merge request STJr/SRB2!304
-
Monster Iestyn authored
Update readme See merge request STJr/SRB2!313
-
Monster Iestyn authored
Update copyright info See merge request STJr/SRB2!309
-
Monster Iestyn authored
Place limit on the amount of alias recursion allowed, to prevent cycles or otherwise excessive recursion
-
- Nov 09, 2018
-
-
-
Monster Iestyn authored
-
Alam Arias authored
Minor remote viewpoint bugfixes.
-
SteelT authored
-
Monster Iestyn authored
Objectplace: Fix NiGHTS bumper angle being reset when WRITETHINGS See merge request STJr/SRB2!299
-
Monster Iestyn authored
-
Monster Iestyn authored
Some code cleanup. See merge request STJr/SRB2!298
-
- Nov 08, 2018
-
-
Monster Iestyn authored
yes I'm an idiot for rushing things like this
-
Monster Iestyn authored
-
Monster Iestyn authored
No hasslope See merge request STJr/SRB2!312
-
Monster Iestyn authored
-
Monster Iestyn authored
"PlayerQuit" Lua Hook See merge request STJr/SRB2!127
-