- Jun 19, 2016
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Alam Ed Arias authored
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- Jun 17, 2016
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Inuyasha authored
Some other software fixes/changes Some other software fixes/changes I've made * Change 1: single-sided linedef midtextures (read: not double-sided linedefs, but single-sided) now don't skew if Effect 2 is checked. Before, there wasn't any ability for software to disable skewing for them. =V * Change 2: PolyObject back side midtextures now return to being where they should be. Had to make a hack to fix this though. See merge request !86
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- Jun 13, 2016
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Monster Iestyn authored
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- Jun 12, 2016
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Monster Iestyn authored
Software crashes fix This branch SHOULD fix the many crashes people have reported lately that all point to the software renderer. Simply put, the software renderer allowed stuff to be drawn out of the screen even though that wasn't safe, and even the existing checks to prevent that didn't work. If you saw me worrying about the sky HOMs I discovered in AGZ earlier in the commits for this branch, don't worry - it turns out that issue already existed in 2.1.15's srb2win.exe (and probably srb2dd.exe too) anyway, the changes in this branch didn't cause them. Hopefully nothing else broke then. See merge request !75
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Monster Iestyn authored
Effect 2 (No Midtexture Skew) now toggles off skewing for midtextures on single-sided lines, which was what was intended for them to begin with apparently. This means the current skewing-by-default effect isn't changed, and OpenGL's equivalent code doesn't have to be touched since apparently it was already like that.
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- Jun 09, 2016
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Monster Iestyn authored
"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
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Monster Iestyn authored
Red apparently left in code for single-sided linedefs to NOT skew their midtextures ...but it doesn't work because it doesn't stop the skewing code from running instead, regardless of whether Effect 1 is on or not. If it's decided single-sided line midtextures shouldn't do this though, the non-skew code could just as well be thrown out lol (or something else I guess?)
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- Jun 08, 2016
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Alam Ed Arias authored
Fix for rendering sprites in skyboxes This branch fixes the visual glitches one sees with sprites for objects within skyboxes, typically with parts of or all of some sprites disappearing from view even though they shouldn't be. See merge request !84
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Monster Iestyn authored
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- Jun 04, 2016
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colette authored
OpenGL slope fixes again This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something. (if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad) See merge request !81
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Monster Iestyn authored
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- Jun 01, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Monster Iestyn authored
OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 31, 2016
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Alam Ed Arias authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Alam Ed Arias authored
Travis ci Ok, now SRB2 on travis-ci is tested to be compiled against 17 buildsets Now, what am I doing wrong? See merge request !74
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- May 30, 2016
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Monster Iestyn authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
Significant rework of main seg-rendering code, to eliminate the possibility of drawing off-screen and crashing the game as result NOTE: HOMs sometimes appear in the sky in maps like AGZ (map40), so this isn't completely fine yet. I'll fix that later
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- May 29, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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