Commit Graph

41 Commits

Author SHA1 Message Date
Alam Ed Arias 0eb6b24415 Merge commit '45922f80d1e35aadc9da6e20fa32fa78c1044dfd' into flats-png 2019-07-24 18:17:01 -04:00
Jaime Passos afa6afa593 something something memory leaks 2019-06-28 19:43:37 -03:00
Jaime Passos 8362710e50 Merge remote-tracking branch 'origin/flats' into flats-png 2019-06-25 16:04:24 -03:00
Jaime Passos 0af9e865f9 Delete R_CropFlat 2019-06-25 14:41:07 -03:00
Sryder 45922f80d1 Don't read from a per-map COLORMAP if it is too big.
Could this be changed to only read the first so many bytes?
2019-06-23 12:47:20 +01:00
Jaime Passos 39857a846a PNG support 2019-05-26 23:37:23 -03:00
Jaime Passos dfd8beae27 Merge remote-tracking branch 'upstream/jimita-flats' into flats 2019-05-26 16:43:33 -03:00
Jaime Passos 93f60267c1 Minor fixes 2019-05-26 16:22:33 -03:00
Nev3r 36036b6cfd Permit textures to use the "TEXTURE" tag in addition to "WALLTEXTURE".
It's pointless to make any distinctions anymore IMO, given flats can load them just fine now.
2019-05-26 12:02:43 +02:00
Jaime Passos dbb1575a6d Animations, better flat management. 2019-05-21 15:24:26 -03:00
Jaime Passos 869f1e4e8d Fix warnings 2019-05-21 11:03:53 -03:00
Jaime Passos 35d6da159d HOLD UP 2019-05-21 09:50:39 -03:00
Jaime Passos 714c997aac Support for patches and textures to be used in place of sector flats
Still a work in progress.
2019-05-21 00:28:52 -03:00
mazmazz c65f44e805 Remove log message 2018-12-24 20:33:59 -05:00
mazmazz e9e5128754 Use DBL_EPSILON for colormap comparison 2018-12-24 20:22:10 -05:00
mazmazz 58728ec358 Fix float comparison for colormap maskamt 2018-12-24 19:58:05 -05:00
Alam Ed Arias 15d0673685 fix compiling for clang 2018-12-14 21:31:37 -05:00
Alam Ed Arias 6fd66bdb49 Clear float equal warnings 2018-12-14 20:34:06 -05:00
MonsterIestyn b53cd70201
Merge branch 'next' into PK3-BackportNext 2018-11-26 18:56:51 +00:00
Monster Iestyn 1b2aea81dc Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Nev3r 6f5e3d42ff Merge branch 'PK3-Backport' into 'PK3-BackportNext'
Pk3 backport

See merge request Nev3r/SRB2!1
2018-11-24 06:02:19 -05:00
Nev3r c548aaa347 Backported PK3 support to 2.1
Hopefully I'm not missing anything.

Signed-off-by: Nev3r <apophycens@gmail.com>
2018-11-23 16:58:16 +01:00
Monster Iestyn c1d5c711a9 Be gone ye old texture hack 2018-10-11 21:08:25 +01:00
Monster Iestyn 40ff436829 Remove commented out stuff, now I've confirmed everything works fine without them 2018-09-10 15:49:21 +01:00
Monster Iestyn c0bf79ad8e R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
2018-09-09 22:48:09 +01:00
toaster 973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* 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...
2018-08-25 16:46:45 +01:00
Monster Iestyn f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn 222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
Monster Iestyn c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00
Monster Iestyn 8e56582728 Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode 2016-12-17 19:59:54 +00:00
Monster Iestyn a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Yukita Mayako cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Alam Ed Arias f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn 70a72baabc Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way 2016-05-10 20:19:42 +01:00
Alam Ed Arias be0c062c5b Precache: fix off by one, making the precache code write into memory it should not be touching 2016-05-09 20:10:14 -04:00
Inuyasha a9be5ba867 fixed memory issues Alam running valgrind found 2016-05-08 20:34:43 -07:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00