Commit graph

157 commits

Author SHA1 Message Date
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
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
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 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
Monster Iestyn 11c24f5ab6 Merge branch 'next' into gl-slopes
# Conflicts:
#	src/hardware/hw_main.c
2016-04-09 22:12:29 +01:00
Inuyasha 0dd92e9396 V_DrawFill in OGL now consistent with software 2016-04-06 18:33:38 -07:00
Inuyasha 50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias a935ac21e8 Merge branch 'next' into bp_random2 2016-03-30 20:40:48 -04:00
Alam Ed Arias 51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias d90536967d removed/remline ununsed code 2016-03-30 14:05:07 -04:00
Inuyasha ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
Inuyasha 317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha 5a38088623 Well, we don't need "experimental" slopes anymore either
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Inuyasha e7ff405c52 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/hardware/hw_md2.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-02-29 00:14:16 -08:00
Alam Ed Arias 77dc27d070 Merge branch 'next' into backport_state-animations 2016-02-26 02:06:57 -05:00
Alam Ed Arias 0369f39ef4 Merge branch 'master' into gl-slopes 2016-02-22 00:15:26 -05:00