Commit graph

173 commits

Author SHA1 Message Date
toasterbabe 5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
Inuyasha f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
Inuyasha d7aae15a6f Merge branch 'animated-sky' into 'master'
Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
2016-09-29 08:34:12 -04:00
toasterbabe c70661186a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/dehacked.c
#	src/p_inter.c
#	src/p_pspr.h
2016-09-27 18:11:20 +01:00
Inuyasha 1a4b894589 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe 50a44d96b1 Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta). 2016-09-24 17:15:42 +01:00
toasterbabe 28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe 8d8be8a7b2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-30 13:30:56 +01:00
toasterbabe 9c02c81095 Now that it's not 3am, here's some fixes to what I pushed last night.
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
2016-08-12 14:42:22 +01:00
Alam Ed Arias 074dde5f78 Merge branch 'public_next' into master 2016-08-11 12:59:04 -04:00
toasterbabe 3310b02b68 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-11 17:46:08 +01:00
toasterbabe b3b6d5c4f9 woops, renamed superwhite to supersilver during writing and forgot to change this comment 2016-08-10 19:54:07 +01:00
toasterbabe 810e1ec041 SUPERCOLOR BONANZA COMMIT.
* Several new supercolours.
	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"

* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)

* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
toasterbabe 76e658bf1b Minor re-ordering to optimise this branch. 2016-08-07 00:21:16 +01:00
Monster Iestyn fe5b8c58af Add basic support for animated sky textures 2016-07-31 20:51:39 +01:00
Monster Iestyn 2870e19f7f Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
toasterbabe 333d8c882e Recreating NAMEcLcR sprite angle loading in internal, as Inu requested. 2016-07-19 00:04:00 +01:00
toasterbabe f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
Alam Ed Arias 8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias 0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
Alam Ed Arias 2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
Alam Ed Arias 1e507d3d1e added printf checks to hardware's I_Error 2016-06-12 16:08:48 -04:00
Alam Ed Arias 1e3631425f r_opengl: move DrawMD2i code to DrawMD2Ex 2016-06-12 16:08:48 -04:00
Alam Ed Arias b9a39f3043 Merge branch 'public_next' into master 2016-06-04 22:36:55 -04:00
Monster Iestyn 4c422f6605 OpenGL: closed door/window detection code now accounts for slopes, just like in software 2016-06-04 18:31:21 +01:00
Alam Ed Arias c23b40fa9c Merge branch 'public_next' into master 2016-06-02 18:39:08 -04:00
Monster Iestyn c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Monster Iestyn bf85cc25bd OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews 2016-06-01 18:51:38 +01:00
Alam Ed Arias e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Monster Iestyn 0081397920 OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved 2016-05-27 14:53:36 +01:00
Alam Ed Arias 20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias 008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias 57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias 032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Alam Ed Arias e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
Alam Ed Arias ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
Alam Ed Arias 7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias 5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00
Monster Iestyn 01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn f0bea2cebf Merge branch 'next' into gl-slopes 2016-05-02 22:51:51 +01:00
Alam Ed Arias be63e6b860 Merge branch 'public_next' into private 2016-04-30 11:51:55 -04:00
Alam Ed Arias 26f78de3b4 Merge branch 'master' into next 2016-04-30 11:45:11 -04:00
Sean Ryder 0eb41b4450 Flip fade mask Y coordinates
For some reason every texture and flat loaded into GL is vertically flipped
2016-04-30 13:40:00 +01:00
Sean Ryder d2d73f085d Change internal formats of screen fade texture to RGB
Don't think either of them need RGBA
2016-04-29 20:56:46 +01:00
Sean Ryder 55a1de899c The fade masks textures should use an alpha format
So they don't get effected by the texture format set by the screen depth
GL_RGB5_A1 from 16-bit was removing all alpha from the texture
2016-04-29 18:58:20 +01:00
Alam Ed Arias fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Inuyasha b288d8a399 Merge branch 'bp_random2' into 'next'
xorshift* PRNG

This needs testing to ensure I didn't mess anything up switching function names around.

Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.

The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.

The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).

This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.

P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.

See merge request !64
2016-04-24 18:03:13 -04:00
Monster Iestyn d53801c85c Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled 2016-04-21 18:50:30 +01:00
Monster Iestyn c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00