Commit Graph

173 Commits

Author SHA1 Message Date
Nev3r f536ab3467 Fixed crash regarding opening reallocating. A thousand thanks go for MonsterIestyn for figuring this out.
I carelessly changed the line's drawsegs to curdrawsegs without researching what that piece of code did.
2019-06-09 20:04:07 +02:00
Nev3r d2692ddd24 viewx/viewy also need to be stored/restored. 2019-06-06 13:31:48 +02:00
Nev3r 2aabf6ffd5 Moving away more portal-related global vars to r_portal. 2019-06-03 13:33:12 +02:00
Monster Iestyn 1b2afea091 Merge branch 'public_next' 2019-05-03 16:42:42 +01:00
Monster Iestyn a5dfbe7eff add parentheses around these conditions to fix sloped lights cutting out lights on FOF walls for apparently no reason
not making a merge request because this is so laughably stupidly simple
2019-05-03 16:38:59 +01:00
Monster Iestyn 7ae6d5ee8c Merge branch 'public_next'
# Conflicts:
#	src/doomstat.h
#	src/g_game.c
2019-03-28 14:19:02 +00:00
Monster Iestyn 147221cf6e R_RenderThickSideRange: clamp lights that fail overflow test, rather than skipping them. 2019-03-25 18:54:47 +00:00
Nev3r 83f953edb8 Make FOFs extend to infinity when in contact with a horizon line.
Make FOFs extend to infinity when in contact with a horizon line.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-03-07 19:01:02 +01:00
Monster Iestyn 7a0d8b408e Merge branch 'public_next'
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/m_menu.h
2019-02-27 22:36:01 +00:00
fickleheart 7e026824a4 Fix rendering gaps on polys with upper/lower textures 2019-01-12 20:15:58 -05:00
mazmazz 075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz 842bcfc8a0 Merge remote-tracking branch 'public-gl/master' into 2122-version 2018-12-25 00:19:45 -05:00
mazmazz b7edc7f870 Revert "Merge branch 'side-discolor-fix' into 'master'"
This reverts commit e721a3d882, reversing
changes made to 4656a0d02c.
2018-12-24 20:58:26 -05:00
Alam Ed Arias 4651eddc36 Merge branch 'master' into next 2018-12-24 20:15:45 -05:00
Jimita 4c6334f459 cleanup 2018-12-24 17:21:33 -05:00
Jimita 5b285a60a2
Update r_segs.c 2018-12-20 16:15:19 -03:00
Jimita ffd5061531
Merge branch 'next' into sw_largeroomfix 2018-12-20 16:56:05 -02:00
MPC 9c2197db17 Software plane fixes 2018-12-14 14:08:25 -03:00
MPC 348ed1e43f Large room fix 2018-12-09 19:34:17 -03:00
Monster Iestyn a71ca1d259 Merge branch 'fof-slope-skew-backport' into 'master'
FOF wall slope skewing backport

See merge request STJr/SRB2!341
2018-11-26 08:54:29 -05:00
mazmazz ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Monster Iestyn 0a0336a674 Merge branch 'master' into fof-slope-skew-backport
# Conflicts:
#	src/r_segs.c
2018-11-23 22:40:28 +00:00
Monster Iestyn 224c0fccdb Merge branch 'public_next'
# Conflicts:
#	src/Makefile.cfg
#	src/d_clisrv.c
#	src/p_setup.c
#	src/r_segs.c
#	src/r_things.c
2018-11-20 14:33:10 +00:00
Monster Iestyn 948466658f Merge branch 'fof-wall-rendering-fixes-and-cleanup' into 'master'
FOF wall rendering fixes and cleanup

See merge request STJr/SRB2!317
2018-11-20 08:54:09 -05:00
Monster Iestyn 2d1f927a17 Fix the nonsense going on here regarding dc_colormap, this makes FOF walls appear strange if they were for a fog block with colormap adjacent to a normal sector with a colormap and no FOFs.
...that was a mouthful
2018-11-19 22:12:26 +00:00
Monster Iestyn 80cbad61c0 Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn bedfed2f00 Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Monster Iestyn b9b0a8110c Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...that was a mouthful
2018-10-11 17:05:13 +01:00
mazmazz 7d36aae7c4 Make lightlists react to control sector colormap changes (double pointer) 2018-09-12 16:06:56 -04:00
Nev3r f19b7bfacf Merge branch 'horizon-line-hom-fix' into 'master'
Horizon line HOM fix

See merge request STJr/SRB2Internal!152
2018-08-12 03:48:20 -04:00
Monster Iestyn 2cd2b6bf10 Backport Kart Krew's fix for the 1px HOM with horizon lines 2018-07-08 22:30:37 +01:00
Monster Iestyn 3a7241d9d3 change fickle's hack so that the bottoms of polyobj plane columns are set to 0 instead of 65535 when not intended to be visible 2018-05-25 20:54:50 +01:00
Monster Iestyn efe9204f78 Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Monster Iestyn 33a538383f Added proper support for upside-down thok barriers, in both renderers
Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn 0dc867c05e Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions 2018-02-03 18:30:49 +00:00
Monster Iestyn 9e4c985d70 some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn 7d150485c9 More sky fixes for software:
* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn 40cb22a130 probably best if we did this instead actually 2018-01-08 14:29:47 +00:00
Monster Iestyn 3bc7073918 If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights 2018-01-08 14:29:39 +00:00
Monster Iestyn a7dc20e7d2 Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2018-01-08 14:29:30 +00:00
Monster Iestyn 731ee115a3 Merge branch 'public_next' 2017-03-13 18:25:26 +00:00
Monster Iestyn 72bd3e28ed Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn 3212ee0b0f Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
Monster Iestyn 12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn 6ca806a8c0 Fix FOF lighting being stupid with repeating midtextures. 2016-12-31 20:44:16 +00:00
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
Monster Iestyn 68c8b8a68a Merge branch 'multipatchtex-translucent-cyanpixel-fix' into 'master'
Multi-patch texture support for transparency AND translucency

Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency

See merge request !56
2016-12-12 14:29:44 -05:00
Monster Iestyn 410b55ebcd Work on FLIPX/FLIPX support:
*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn 2941521806 Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...that was a mouthful
2016-11-16 18:43:25 +00:00
Monster Iestyn f43d615607 Merge branch 'fof-slope-skew' into 'master'
FOF wall slope skewing

FOF walls now can optionally skew with respect to slopes (software mode only currently):

* Upper Unpegged on the CONTROL linedef enables wall skewing
* Lower Unpegged on the IN-LEVEL linedefs ^1 determine which slope to skew with respect to (off = top slope, on = bottom slope)
* If Transfer Line is used however, Lower Unpegged on the control sector's linedefs does the above's job instead

^1 (this is because they already control pegging of individual FOF walls as it is, so this is for convenience and my sanity that they also deal with skewing)

See merge request !39
2016-10-07 17:29:21 -04:00
Monster Iestyn 5e6bf9e340 probably best if we did this instead actually 2016-08-29 23:24:59 +01:00
Monster Iestyn df7c8482e4 If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights 2016-08-29 23:21:57 +01:00
Monster Iestyn 74e7433a92 Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2016-08-29 22:42:06 +01:00
Monster Iestyn ead52294ab THE LINES LIVE AGAIN (initial horizon lines work commit) 2016-08-21 21:17:47 +01:00
Monster Iestyn 6ba568ac49 Fixed typo of mine that lead to the ceiling part of GFZ2's tunnel section being rendered wrongly 2016-07-20 15:11:36 +01:00
Monster Iestyn df55019d40 Merge branch 'master' into other-software-fixes 2016-06-13 21:13:51 +01:00
Monster Iestyn 305d32870f 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.
2016-06-12 18:47:27 +01:00
Monster Iestyn a04fcce3a9 Hack to fix midtextures for polyobjects being mucked up
"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.
2016-06-09 22:07:43 +01:00
Monster Iestyn 20c2d84c78 Fix single side line midtexture skewing
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?)
2016-06-09 20:37:36 +01:00
Monster Iestyn 8b2b49fb04 Just some final cleanup of the code I changed 2016-05-31 16:08:29 +01:00
Monster Iestyn eb90f4f50d welp no success in fixing the sky HOMs yet, committing progress anyway 2016-05-30 22:53:22 +01:00
Monster Iestyn a2aeece419 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
2016-05-30 21:53:29 +01:00
Monster Iestyn 7c78b95a7d This is probably the "correct" way to set maskedtextureheight
Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn 857cd32369 step through light heights too if there is an overflow for a midtexture column 2016-05-05 17:49:57 +01:00
Inuyasha ce4b5db494 organize conditions in a more optimized way
the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.

it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha 5e8be250a7 fix going under FOFs causing artifacts
i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha 4274fb7b92 I hate FOFs; attempted to fix extra tall FOFs breaking
Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Monster Iestyn 2c221da453 Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now"
This created HOMs in THZ2's skybox, ack.

This reverts commit eba382df1b.
2016-05-03 15:26:54 +01:00
Monster Iestyn eba382df1b Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now
Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
2016-05-02 22:08:14 +01:00
Inuyasha 7c79bbc0b3 Proper overflow checking, applied to FOFs and midtex's too
This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Inuyasha 37575d2219 Revert "Another thing that probably needed to check for slopes"
This breaks plane display for thok barriers

This reverts commit ee00da6a74.
2016-05-02 04:08:48 -07:00
Monster Iestyn 0a887948eb Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn
This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
2016-04-25 18:48:14 +01:00
Monster Iestyn ab2cadd372 Merge branch 'next' into slope-fixes 2016-04-20 20:47:11 +01:00
Monster Iestyn e0604bb5f3 Merge branch 'master' into next 2016-04-20 20:27:09 +01:00
Monster Iestyn 69b43aee2d Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that 2016-04-20 20:26:41 +01:00
Monster Iestyn e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn b797ae9731 Merge branch 'master' into next 2016-04-20 18:05:51 +01:00
Monster Iestyn 0aba2f607b Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
Always wondered why a flag meant for FOF physics was used in the rendering code, lol
2016-04-20 18:04:51 +01:00
Monster Iestyn b1e736242f fixed all compiling errors relating to ESLOPE being undefined 2016-04-06 22:19:39 +01:00
Monster Iestyn 93a1e46f1c Merge branch 'next' into slope-fixes 2016-04-05 17:19:28 +01:00
Monster Iestyn 69a58d8369 Fix lighting parity between resolutions for sprites and FOFs 2016-04-05 15:33:55 +01:00
Alam Ed Arias b45b9801d6 Merge branch 'next' into slope-fixes 2016-03-31 21:43:51 -04:00
Alam Ed Arias f84d76c683 Merge branch 'next' into portal-fix 2016-03-30 20:43:25 -04:00
Alam Ed Arias 4370459166 Merge branch 'next' into slope-fixes 2016-03-30 20:41:33 -04:00
Monster Iestyn 1108a52959 Check change in ceilinglightsec for markceiling code, not floorlightsec 2016-03-29 22:44:16 +01:00
Monster Iestyn ee00da6a74 Another thing that probably needed to check for slopes 2016-03-29 22:32:09 +01:00
Monster Iestyn ef832dd8b8 Fixed how two adjacent FOFs can prevent each others' walls from displaying if they're at least partially covered
Also some miscellaneous tweaks and changes to account for slopes properly
2016-03-29 18:59:56 +01:00
Monster Iestyn ec5b272fa6 Unless I'm mistaken, scalesteps/heightsteps should be divided by stop-start, not stop-start+1. Revert this commit if that was intentional. 2016-03-19 23:19:05 +00:00
Monster Iestyn 28631c30b7 Fix maskedtextureheight being set outside of ESLOPE code 2016-03-19 22:25:49 +00:00
Monster Iestyn a82c19adb1 Fix sprites displaying behind "closed doors" when slopes are present.
For the record, thok barriers count as "closed doors" in SRB2 level contexts
2016-03-19 16:19:58 +00:00
Monster Iestyn e941687d4c R_RenderMaskedSegRange now checks for slopes in the sector lightlist
in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
2016-03-18 20:33:16 +00:00
Monster Iestyn c67683eb0a Fixed slope walls displaying sprites through them if they weren't completely above you
Sadly this does not fix ALL sprite issues, but just some of them at the least
2016-03-12 19:59:32 +00:00
Monster Iestyn 60ea2ecb77 Whoops, forgot these 2016-03-07 21:02:35 +00:00
Monster Iestyn 2f539a4df9 R_RenderThickSideRange now checks for slopes in the front sector's lightlist
This appears to fix a few holes that have been known to appear with FOF slopes sometimes, dunno how they actually came about exactly but this apparently sorts them out
2016-03-07 20:42:25 +00:00
Monster Iestyn 98fd5ca63b Made some FOF-related seg code account for slopes, as requested by some TODOs
The funny thing is you really can't see ANY change here unless you have a sloped FOF intersecting a sector floor/ceiling (and a second FOF on the other side), which has other problems anyway lol
2016-03-01 19:55:13 +00:00
Monster Iestyn 03470118cd Added missing ESLOPE ifdef from when I first did these fixes for slope compiling 2016-02-15 20:57:35 +00:00
Monster Iestyn 166fafd717 Fixed div-by-zero crash relating to portals, drawsegs and midtextures
Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Inuyasha 5320424269 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:09:08 -08:00