Commit graph

960 commits

Author SHA1 Message Date
Jaime Passos d87c874559 Fix GL y-shearing ignoring a Y-flipped transform 2020-07-10 19:19:51 -03:00
Hannu Hanhi ad57426713 Adjust model uvs to power of two texture if sprite texture is used 2020-07-10 23:05:21 +03:00
Jaime Passos 4f6420274f Remove Software tricks 2020-07-06 01:26:56 -03:00
LJ Sonic 8d511ed565 Merge branch 'cez3debris' into 'next'
New Debris for CEZ3

See merge request STJr/SRB2!1012
2020-07-04 07:00:20 -04:00
LJ Sonic 6e7446dea3 Merge branch 'ff_horizontalflip' into 'next'
FF_HORIZONTALFLIP and mobj->mirrored (sprite enhancements)

See merge request STJr/SRB2!987
2020-07-03 16:56:32 -04:00
James R 7317bbb692 Merge branch 'ogl-sprite-qsort' into 'next'
Faster OGL sprite sorting algorithm

See merge request STJr/SRB2!1008
2020-06-24 23:22:06 -04:00
James R 95cc10d735 Merge branch 'ogl-mdl-tex-repeat-search-fix' into 'next'
Don't repeatedly look for model texture files

See merge request STJr/SRB2!1009
2020-06-24 21:42:40 -04:00
James R 2e827705b4 Merge branch 'ogl-drawnode-fix' into 'next'
Faster and more correct OGL transparent surface sorting

See merge request STJr/SRB2!1005
2020-06-24 21:42:01 -04:00
Zippy_Zolton ca7fc22388 t_lspr 2020-06-20 14:16:22 -05:00
kaysrishaq c74a607c54 Whoops, switched these for no reason 2020-06-19 11:11:19 -04:00
kaysrishaq cad1f57b1e FF_HORIZONTALFLIP and mobj->mirrored (sprite enhancements) 2020-06-19 11:11:18 -04:00
Hannu Hanhi f3212746d2 Don't repeatedly look for model texture files 2020-06-19 16:18:04 +03:00
Hannu Hanhi 6f9b9aacf4 Faster OGL sprite sorting algorithm 2020-06-19 14:32:34 +03:00
Hannu Hanhi ffaffdf3e1 Faster and more correct OGL transparent surface sorting 2020-06-18 20:27:19 +03:00
Hannu Hanhi 9477d372b9 Backwards compatibility for shaderless hardware 2020-06-18 17:39:34 +03:00
SteelT bff6b19056 Merge branch 'marathonmode' into 'next'
MARATHON RUN

See merge request STJr/SRB2!941
2020-06-17 19:36:10 -04:00
Steel Titanium 8365d975d3 A even more better fix for this 2020-06-17 18:40:56 -04:00
Steel Titanium 1e655fb2c1 Better fix for may be used uninitialized, maybe fixes GCC 4.x 2020-06-17 18:23:54 -04:00
Steel Titanium 3946309ece Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into sal-oglshaderport
# Conflicts:
#	src/hardware/r_opengl/r_opengl.c
2020-06-17 18:15:07 -04:00
Steel Titanium b056bf1d6c Merge branch 'master' into next 2020-06-11 20:11:26 -04:00
Steel Titanium 2abdc86537 Fix these "may be used uninitialized in this function" errors with batching 2020-06-08 20:18:32 -04:00
mazmazz 2cefe82950 Fix OSX null-pointer-arithmetic error 2020-06-08 00:08:07 -04:00
Hannu Hanhi 0e521922c6 Change some unsigned ints to UINT32 2020-06-07 21:32:52 +03:00
Hannu Hanhi abe13651d0 OpenGL draw call batching system 2020-06-07 21:20:52 +03:00
Hannu Hanhi da98ea242e Merge remote-tracking branch 'upstream/next' into shaders-224-next-merge 2020-06-07 20:01:05 +03:00
SteelT db32b01222 Merge branch 'renderstats' into 'sal-oglshaderport'
Render stats

See merge request STJr/SRB2!914
2020-06-07 12:29:58 -04:00
lachwright a7f73bfa85 Move drop shadows to the ceiling for objects in reverse gravity 2020-05-31 01:21:26 +08:00
SwitchKaze b37c73b008 Make colors UINT16, increase color freeslots to 1024 2020-05-23 19:35:36 -05:00
SwitchKaze 46191cade7 Update to 2.2.4 2020-05-22 16:47:51 -05:00
Louis-Antoine d40a8efce2 I forgot to test OpenGL :slight_smile: 2020-05-18 20:35:30 +02:00
Louis-Antoine d0abd6e86c Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into slope-cleanup
# Conflicts:
#	src/hardware/hw_main.c
#	src/p_spec.c
2020-05-18 16:14:05 +02:00
Louis-Antoine a06c4a8c98 Rename P_GetZAt to P_GetSlopeZAt and P_GetZAt2 to P_GetZAt 2020-05-18 15:23:56 +02:00
toaster d593e2e1bb Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.

Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).

Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.

Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 23:10:00 +01:00
Monster Iestyn 197da95a23 Last minute OpenGL fix: don't check flippedness in HWR_RotateSpritePolyToAim if the mobj is actually a precipmobj!
precipmobj_t does not have eflags, so P_MobjFlip checking it would actually be accessing memory addresses beyond the end of the struct
2020-05-10 20:09:08 +01:00
lachwright 51a5ece294 Merge remote-tracking branch 'origin/next' into gfz3laser-mkii 2020-05-07 22:34:44 +08:00
Monster Iestyn 30105621d4 Merge branch 'master' into next 2020-05-06 21:51:36 +01:00
lachwright 63cb58a10a Update new GFZ3 laser 2020-05-06 09:03:03 +08:00
Hannu Hanhi 724e093ce8 Render stats cleanup 2020-05-02 23:14:08 +03:00
Hannu Hanhi 7e8543a408 More render stats for software mode, renamed and relocated some render stats variables 2020-05-02 23:13:53 +03:00
Hannu Hanhi 8dcc2fe20d Move some render stats variables to better locations, add I_FinishUpdate timing 2020-05-02 23:13:32 +03:00
Hannu Hanhi 64a153fdee Render stats 2020-05-02 23:13:08 +03:00
Monster Iestyn 1528f2aef8 Fix drop shadow and rotsprite code to use SHORT() 2020-05-02 17:13:16 +01:00
MascaraSnake 485a4e5035 Remove POLYOBJECTS and POLYOBJECTS_PLANES defines 2020-05-02 12:08:31 +02:00
Hannu Hanhi be99670a39 More HWR_ProcessSeg sky code from master 2020-04-30 19:57:28 +03:00
Hannu Hanhi ff8f48647b HWR_ProcessSeg skywall processing from master 2020-04-30 19:57:15 +03:00
Hannu Hanhi 78c2928b8b Optimization: also don't reset shader on models 2020-04-25 16:32:44 +03:00
Hannu Hanhi c0c095e1d1 Optimization: only call pglUseProgram if shader actually needs changing 2020-04-25 16:32:32 +03:00
Hannu Hanhi 0758a8caec Optimization: Don't reset shader program at end of DrawPolygon, instead reset it in UnSetShader 2020-04-25 16:32:21 +03:00
James R fe9b933b97 Merge remote-tracking branch 'origin/master' into HEAD 2020-04-24 22:10:59 -07:00
James R 536fb1ef2a Merge remote-tracking branch 'origin/master' into next 2020-04-18 17:20:33 -07:00