Commit graph

2255 commits

Author SHA1 Message Date
Sryder 10270d20dd HitEm voice line can always play
Still starts the timer to at least 3 seconds on other voices though
2018-06-09 00:18:49 +01:00
Sryder 3daf6fbfd7 Slightly longer delay between voices
Fix win/lose quotes to work based on actual win/lose criteria
Don't play overtake sound until at least 10 seconds into the race
2018-06-09 00:05:05 +01:00
Sryder f00e3dfd5a New Drift dust
Applies all the time as long as the object is turning tight enough
New Sound
Works on Red Shells too!
2018-06-08 21:13:52 +01:00
TehRealSalt 3dac0e21cc A better method of
Instead of returning at the very start of P_MoveChaseCamera, just set camstill to true, and add another exiting check to momentum. This lets the mirror mode post process effect to continue working.
2018-06-08 01:12:07 -04:00
TehRealSalt 4e2b30fcae Fixes 2018-06-08 00:02:28 -04:00
TehRealSalt 889d790ea0 Disable MT_QUESTIONBOX again
I refuse to give up the name "cv_invincibility" to another vanilla cvar that we will never use seriously.
2018-06-07 19:46:48 -04:00
TehRealSalt 9b3751b30c Merge branch 'master' into sonicitems 2018-06-07 19:39:45 -04:00
Sryder 97caf79f16 Whoops, accidental rename 2018-06-07 20:03:47 +01:00
Sryder 213749b115 Big voices change
When using a taunt voice (item usage) there's a 5 second delay on more taunts and a 2 second delay on other voices
When using other voices, there's at least a 2 second delay on all other voices
2018-06-07 19:56:26 +01:00
Sryder 6023f794ac Restore the removed voices 2018-06-07 19:34:13 +01:00
TehRealSalt 7f996c6dfd P_RestoreMusic fix 2018-06-07 02:51:18 -04:00
TehRealSalt 7611f2c610 1v1 battle no items fix 2018-06-06 20:52:13 -04:00
TehRealSalt 7100db62ca No bumping when respawning 2018-06-06 20:41:23 -04:00
TehRealSalt adc1fa38f5 This print doesn't work for some reason?!
It keeps replacing actnum with zonttl, but ONLY if zonttl is set. Weird as heck, can't figure out why, commenting out for now.
2018-06-06 20:25:28 -04:00
TehRealSalt babc8be5da Flags for only drawing an object on one person's screen, for juicy Boo splitscreen support
(also more item changes from last night that I just forgot to commit earlier)
2018-06-06 18:36:39 -04:00
TehRealSalt eb8464744b Adjustin' BL based off the netgame, and mashing is back
Now it just cripples your chances for good items, mwaha
2018-06-05 23:46:25 -04:00
TehRealSalt 6301d0ee38 Lightning cooldown change
- Lightning cooldown reduced to 20 seconds
- You can no longer mash to get an item quicker
2018-06-05 21:45:54 -04:00
TehRealSalt 5f610982ea The Lightning Update
- 30 sec cooldown on all lightning types
- Delay before Blue Lightning hits, based off of distance
- Blue Lightning can swap targets if 1st place is passed
- Blue Lightning can only be handed out if 2nd is far away enough from first
2018-06-05 21:36:48 -04:00
TehRealSalt 8de3890f26 Dang it, I always forget these... 2018-06-05 18:47:15 -04:00
TehRealSalt e39de53fa2 Use strlen for all of the valid zone title/act num checks 2018-06-05 17:28:46 -04:00
TehRealSalt d3793cb19c Lots of cmd restructuring.
- cmd->driftturn exists now, for figuring out how far you're turning. Added to prevent analog sticks from being able to get drift sparks faster.
- Feather bounce strafing moved to use cmd->sidemove, which means it also supports analog now.
- Braking now waits a few tics for you to be stopped for a few tics before it lets you go in reverse, as per Sev's request.
- Removed a lot of unused/redundant/commented out control code, and reorganized some of the existing code.
2018-06-05 17:12:42 -04:00
TehRealSalt 173d780ab7 P_RestoreMusic restores level exit music as well
Splitscreen fix
2018-06-05 02:41:55 -04:00
TehRealSalt ce14c13699 Multiplayer cursors in voting 2018-06-05 02:11:47 -04:00
TehRealSalt 0fc113e6dd actnum is now a 2 character long string
For Cloud Cradle Zone, Act K
2018-06-05 01:34:05 -04:00
TehRealSalt 14caf66567 MFE_JUSTBOUNCEDWALL
Hopefully, this should prevent instances where shells/Oni get caught on walls.
2018-06-04 23:23:52 -04:00
TehRealSalt d5a2fb9317 Disable weather in netgames
Some people like to lag up the whole server by enabling precip, so y'know what, just turn it off in netgames. Weather can just stay a Record Attack/splitscreen only feature now I guess
2018-06-04 22:56:58 -04:00
TehRealSalt b4757779cd We did it, we finally fixed... The Shell Boost Bug
Instead of adding to your speed, it relatively multiplies it if you're above your top speed. This is applied to ALL of Kart projectiles as well, not just shells. May we never run into our own shell that we threw on a boost pad ever again.
2018-06-04 22:53:45 -04:00
TehRealSalt dd05edfcc0 Merge remote-tracking branch 'srb2public/next' 2018-06-04 16:58:35 -04:00
TehRealSalt ae66a8f769 Minimap offset support 2018-06-04 16:19:36 -04:00
TehRealSalt 09311bf061 WHOOPS 2018-06-04 00:29:31 -04:00
TehRealSalt 518676c2a4 P, not K 2018-06-03 21:07:36 -04:00
TehRealSalt fa125bc18d Leave the camera behind while exiting, for dramatic effect! 2018-06-03 21:01:59 -04:00
TehRealSalt 6d57d39e12 SUPER CHARGED KARMA ITEMS
They give equal chance on a lot of good shit, instead of the normal boring pool of items, mwahaha

(also calls P_CheckRacers when someone spectates)
2018-06-03 20:58:52 -04:00
TehRealSalt e3008407d1 Adjustin' to Oni's requests
Only 1st place finish sound is global, use signpost instead of starpost
2018-06-03 20:19:03 -04:00
TehRealSalt 8408b1fef4 Some Battle fixes and additions
- mapgotboxes is synched
- Karma bombs/items flash while spinning out
- Karma bombs have a sound + explosion when hitting someone
- Karma bombs can no longer attempt to attack a player that is flashing and have to WAIT... again
- Fixed MT_GREENITEM's bounce sound, after breaking from last commit (WHY ARE YOU ABUSING MARIO MODE SOUNDS, STOP, AGHH)
2018-06-03 20:11:08 -04:00
TehRealSalt 0906978a2a Remove collide debug stuff 2018-06-03 18:58:50 -04:00
TehRealSalt b0099bd1cc Less timer reduce on gold shroom 2018-06-03 18:25:28 -04:00
TehRealSalt a223218155 Exit siren, disable constant forcing of Mario Mode sounds 2018-06-03 18:20:21 -04:00
TehRealSalt 483ac75238 Support ALL of the classic games' sounds
Sonic 1, 2, 3D Blast, & CD, on top of the existing S3K and Chaotix.
2018-06-03 16:13:26 -04:00
Monster Iestyn bf042ed86c Merge branch 'master' into next 2018-06-03 20:17:51 +01:00
Monster Iestyn 650e0eafce Merge branch 'fixedmul-c-fix' into 'master'
Correct C FixedMul() off-by-one errors

See merge request STJr/SRB2!245
2018-06-03 15:14:06 -04:00
Monster Iestyn 602d5e0aa0 Merge branch 'f12-fix' into 'master'
F12 fix

See merge request STJr/SRB2!250
2018-06-03 15:11:20 -04:00
Monster Iestyn 37b8be2103 Merge branch 'demototalplaytime' into 'next'
Don't increment totalplaytime if a demo is playing.

See merge request STJr/SRB2!241
2018-06-03 15:10:42 -04:00
Monster Iestyn ef174f7b43 Merge branch 'opengl-mappalette-fix' into 'master'
OpenGL: Map Specific Palette Fix

See merge request STJr/SRB2!247
2018-06-03 15:09:23 -04:00
Monster Iestyn 8e5dbb22f0 Merge branch 'opengl-bigmap-fix' into 'master'
OpenGL: Very large map rendering issue fixed

See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Monster Iestyn f4152e2e5d Merge branch 'addfile-typo' into 'master'
Fix console typo

See merge request STJr/SRB2!246
2018-06-03 15:06:13 -04:00
TehRealSalt dff33deb52 Fix Battle scoring, hopefully 2018-06-02 10:57:43 -04:00
TehRealSalt 73205c8229 Changed time requirements to accomedate lap changes 2018-06-02 10:29:43 -04:00
TehRealSalt bc5c279317 Messing with item distributions a tad 2018-06-01 02:19:40 -04:00
TehRealSalt bf3910cdca Incredibly rudimentary Jawz stuff 2018-05-31 20:51:05 -04:00
TehRealSalt 4c0f64ff4f Merge branch 'master' into sonicitems 2018-05-31 19:47:50 -04:00
TehRealSalt 7da0ff595e I continue to be a buffoon. 2018-05-31 19:21:26 -04:00
TehRealSalt 7d021ae1e6 Splitscreen-friendly voting screen 2018-05-31 18:49:19 -04:00
TehRealSalt c7692d6d7c Thaaaat was stupid of me 2018-05-31 15:39:00 -04:00
TehRealSalt 123415fb08 nice
nice
2018-05-31 01:06:48 -04:00
TehRealSalt 240f037b27 A couple of RA-related things
An unlockables/time emblems update, the stats screen shows all maps without needing to visit each one, and respawning is enabled in Record Attack now
2018-05-30 22:53:06 -04:00
TehRealSalt 75e77189d6 Fix Star/Mega music persisting after death for splitscreen players 2018-05-30 18:38:30 -04:00
TehRealSalt eadd7381eb Changing from Relaxed Standard Turbo to the typical Easy Normal Hard
Reception to the naming convention has been either "don't care" or "too hard to remember"
2018-05-30 17:29:40 -04:00
TehRealSalt efc64e70ab Record Attack sets all of kart's gameplay variables now 2018-05-30 17:22:31 -04:00
TehRealSalt 762a8f6087 Merge remote-tracking branch 'srb2public/next' 2018-05-30 17:11:02 -04:00
TehRealSalt dcd8c87c6f But hey, what if I also made color & skin save to the config too!
Does this make up for it? :V
2018-05-30 16:59:53 -04:00
TehRealSalt 4e97fbf188 Merge branch 'master' into sal-misc 2018-05-30 16:55:59 -04:00
TehRealSalt 609258baa6 Restore gc_camrotate
Sorry if this breaks everyone's configs again :V
2018-05-30 16:54:59 -04:00
Monster Iestyn 41e9c20c04 Ignore mouse button events if the mouse's focus is not actually on the window at the moment.
This should hopefully kill the F12 getting stuck issue once and for all.
2018-05-28 21:29:46 +01:00
Sryder f4181f7eb6 Very large map rendering issue fixed
Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Monster Iestyn f061ffa00e Stop Each Time trigger linedefs and object-carrying scrollers from doing anything with FOFs without FF_EXISTS 2018-05-21 20:02:30 +01:00
Tasos Sahanidis 001e4e11ca
Correct C FixedMul() off-by-one errors
The FixedMul() C implementation would produce off by one results,
causing constant desyncs on 64 bit builds and builds without an
ASM implementation of the function.

This is fixed by shifting instead of dividing, possibly avoiding
rounding errors.
2018-05-20 22:55:21 +03:00
Sryder 092e709235 OpenGL Map Specific palettes working
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
2018-05-17 22:17:20 +01:00
Steel Titanium 0bef99f566 Fix console typo 2018-05-17 13:57:19 -04:00
Sryder badbb4324e Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL 2018-05-16 21:04:57 +01:00
Monster Iestyn 4f75ae3a68 Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P
2018-05-11 20:35:46 +01:00
Alam Ed Arias 6be0f90fbe Merge branch 'master' into next 2018-05-08 21:26:26 -04:00
Steel Titanium a1d696b38e Fix small typo 2018-05-08 18:38:28 -04:00
Steel Titanium 9ff491dd78 Add indentation 2018-05-08 18:36:47 -04:00
Steel Titanium 29e80c5300 Don't increment totalplaytime if a demo is playing. 2018-05-08 18:16:01 -04:00
Monster Iestyn 8e5ac64d7c Merge branch 'dedicated-nosoundinit' into 'master'
Don't init the sound system on dedicated servers

See merge request STJr/SRB2!225
2018-04-21 17:40:45 -04:00
Monster Iestyn 452aef4981 Merge branch 'connect-empty-address-fix' into 'master'
Fixed "invalid pointer" error when passing "" to Command_connect().

See merge request STJr/SRB2!234
2018-04-21 17:32:50 -04:00
Monster Iestyn 83a84d5a81 Merge branch 'connect-server-fix' into 'master'
Removed contradictory `-connect` check

See merge request STJr/SRB2!236
2018-04-21 16:25:28 -04:00
Monster Iestyn eb0f9681d7 Merge branch 'findfile-rewrite' into 'master'
Rewrite of d_netfil.c's findfile

See merge request STJr/SRB2!240
2018-04-21 16:22:21 -04:00
Monster Iestyn 48a85512a0 Merge branch 'dedicated-debug-hotfix' into 'master'
Dedicated debug hotfix

See merge request STJr/SRB2!239
2018-04-21 16:13:38 -04:00
Monster Iestyn 6c7acdbd9e Merge branch 'movie-spec-stage-fade-fix' into 'master'
Movie mode: special stage intro fade recording fix

See merge request STJr/SRB2!229
2018-04-21 16:12:46 -04:00
Monster Iestyn 9cdf87404e Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there.
This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect.

Note: Untested as of writing
2018-04-15 22:00:31 +01:00
Monster Iestyn 3fb12cf337 Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode 2018-04-15 19:59:57 +01:00
TehRealSalt 36b52e1c67 Merge remote-tracking branch 'refs/remotes/srb2public/next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/m_misc.c
2018-04-07 18:43:59 -04:00
Steel Titanium d446f3420e Merge remote-tracking branch 'upstream/master' into dedicated-nosoundinit 2018-04-03 16:16:20 -04:00
Steel Titanium 759ea8cb42 Indentation fixup 2018-04-03 16:11:07 -04:00
Alam Ed Arias cf6a30a8ef Merge branch 'master' into next 2018-04-03 15:48:06 -04:00
TehRealSalt eaaf708381 This little thing slipped by the merge 2018-04-02 06:43:03 -04:00
TehRealSalt 428a134cda Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems 2018-04-02 06:39:26 -04:00
TehRealSalt 15f0e16344 Race lap linedef executor
Set up similar to NiGHTS Mare linedef executors. Give a sector the "Race
Lap" sector type, tag it, then set the frontside x-offset on the trigger
line to the lap it should activate on minus 1. There are a few flags you
can check on the trigger line to modify its behavior.
- Normally the executor will only trigger if its exactly on the lap
specified. Check Not Climbable to make it execute on laps equal to or
greater than, or check Block Enemies to make it execute on laps equal to
or less than.
- By default, the executor will check current lap with the person in
last's lap. Check E4 to instead find the current lap from the player who
triggered it. This flag is better for triggering events ahead of the
players, while the default effect is better for triggering events behind
the players.
2018-03-31 14:48:49 -04:00
TehRealSalt 00e913bbcc Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_baselib.c
#	src/p_inter.c
#	src/p_spec.c
2018-03-31 00:44:03 -04:00
TehRealSalt 0f6c79d983 I'm a huge idiot 2018-03-31 00:12:26 -04:00
TehRealSalt 8f69d14716 reset randmapbuffer in G_DeferedInitNew 2018-03-31 00:11:03 -04:00
Sryder 6f2de824fb Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
TehRealSalt 1c0e9eb12c I just realized that SRB2's credits are listed in alphabetical order of last name
(I had to research the Polish alphabet to figure out where Fooruman's
name should've been, hah)
2018-03-30 14:14:08 -04:00
Sryder 0aaae501d3 Warnings must die 2018-03-30 18:53:23 +01:00
TehRealSalt 88b278e7bb oop 2018-03-30 13:33:01 -04:00
Sryder f3aa02e26d Start with lightnum on sector lightlevel 2018-03-30 18:13:52 +01:00
Sryder 66f220d6ad Merge branch 'master' into openglquickfixes 2018-03-30 18:09:41 +01:00
TehRealSalt fe645f8a53 Actually, I messed this up 2018-03-30 12:17:48 -04:00
TehRealSalt 7516a1dc0c Doing one more step to totally ensure that matchesplayed is unlocking stuff 2018-03-30 12:16:15 -04:00
TehRealSalt a10a068f15 zzzzz 2018-03-30 00:53:32 -04:00
TehRealSalt e974b6e4b7 MK rules for Battle scoring
and quick fix for karma items
2018-03-30 00:53:25 -04:00
TehRealSalt 3d8441fe54 Unsuck start boosts 2018-03-29 21:43:02 -04:00
Sryder 65c893da86 static tempsec for R_FakeFlat
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
TehRealSalt e86aa94f74 Zigs & better scroll 2018-03-29 18:11:06 -04:00
TehRealSalt 2cc2b68e38 Oh boy another real name 2018-03-29 14:48:45 -04:00
TehRealSalt 0fe06a0089 Add the accent 2018-03-29 13:35:40 -04:00
TehRealSalt 6fa54576f6 Real naaaames 2018-03-29 12:57:41 -04:00
TehRealSalt e9c2b09c24 Forgot to remove some debug stuff 2018-03-29 12:01:04 -04:00
TehRealSalt cde733f850 Finished checklist 2018-03-29 11:43:56 -04:00
TehRealSalt 713fba7111 More full names, and more names 2018-03-29 01:34:31 -04:00
TehRealSalt d4fba3be49 :( 2018-03-29 01:14:47 -04:00
TehRealSalt 84a5fac5e9 Start of a better unlockable checklist
Still WIP, doesn't display properly
2018-03-29 01:14:29 -04:00
TehRealSalt f2bc7d16c9 Allow skipping (for real this time) 2018-03-28 22:12:45 -04:00
TehRealSalt d07419b6ac Allow skipping 2018-03-28 21:52:35 -04:00
TehRealSalt ad42a9f63c Some more credit adjustments 2018-03-28 20:32:53 -04:00
TehRealSalt 9dd14531ee More credit stuff 2018-03-28 19:27:26 -04:00
TehRealSalt 38b59aaaf1 Actually, ehhh, let's remove full names for everyone who hasn't went "yes, I want my full name on Kart's credits 2018-03-28 16:25:43 -04:00
TehRealSalt caa000d5d6 A quick credits draft
Please give me corrections and people to add. I've not been here as long
as some people, so there is 100% probably people I missed
2018-03-28 16:17:04 -04:00
TehRealSalt 8e9d09121e Actually, this makes more sense :U 2018-03-28 15:28:50 -04:00
TehRealSalt d7bb7734d3 Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc 2018-03-28 15:25:12 -04:00
TehRealSalt 84944f1a52 Idea: Make Boo make you invisible instead of flash in splitscreen
There's no way atm to make you flash on your screen but not on everyone else's, so I think just making you invisible on all of them keeps the original SMK intent of "you have to pay extra close attention to their screen to know where they are at all" better
2018-03-27 18:30:02 -04:00
TehRealSalt ac6a996c0d HUD improvements
Most notably, Karma & Boo no longer appear on the minimap
2018-03-27 18:22:33 -04:00
TehRealSalt acc9abca55 Items respawn in Battle properly again
and in a slightly less wasteful way.
2018-03-27 17:53:47 -04:00
TehRealSalt e16bf1cf75 WIP karma item stuff 2018-03-26 20:36:16 -04:00
TehRealSalt 8bc2fa7b6c Fix errors 2018-03-24 08:13:33 -04:00
TehRealSalt 61f929168e Splitscreen sound improvements
- Fixed a simple oversight that prevented P3 and P4's sounds from ever
playing
- Changed how sound priority works, now compares distances between

(Untested as of commit since my computer wants a quick restart before it
compiles :V)
2018-03-23 22:50:42 -04:00
jameds 876d0fa58b Removed contradictory -connect check 2018-03-23 18:09:07 -07:00
Sryder f62cb3a30a I've commented out the call to HWR_CorrectSWTricks.
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
2018-03-23 22:27:29 +00:00
jameds a431197921 Fixed "invalid pointer" error when passing "" to Command_connect(). 2018-03-22 21:21:26 -07:00
Sryder fab4b7f5ea Stop squashing the screen vertically in non-green resolutions 2018-03-22 01:10:53 +00:00
Sryder 839ee0ab85 OpenGL Sprite Splitting 2018-03-22 00:52:14 +00:00
Sryder 0885d27171 Transform sprites in world space rather than screen space
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
Sryder 4e95066f5a Some fixes and updates for HWR_SplitWall
Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog

There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
Sryder f3d63b82ce Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 121fcd8369.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder a984d979d1 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder 31d1ef8db0 Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder 527df5c248 Fix OpenGL Title Screen Sky
My IDE doesn't seem to like Vada's name.
2018-03-17 15:11:32 +00:00
Sryder 6de0cc6bcc Remove the OpenGL only code from V_DrawPatchFill
That's all of the HUD drawing functions that are currently used updated in GL.
2018-03-17 14:47:06 +00:00
Sryder a9214ebd37 Match HWR_DrawCroppedPatch to V_DrawCroppedPatch 2018-03-17 13:58:44 +00:00
Sryder 801f7547d3 Add the full-screen drawfill functionality to HWR_DrawFixedPatch 2018-03-17 13:26:43 +00:00
Sryder 7830c031f7 Make HWR_DrawFill match V_DrawFill 2018-03-16 19:46:45 +00:00
Sryder 7764a1bb5d Match HWR_DrawFixedPatch to V_DrawFixedPatch 2018-03-16 18:08:24 +00:00
Sryder 1b3e1f78af Translucent floors shouldn't write into the depth buffer 2018-03-15 23:59:01 +00:00
Sryder 5a4ea9fab3 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
TehRealSalt ee977ca8db missed something 2018-03-14 16:37:42 -04:00
TehRealSalt d99339ecd0 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/info.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_mobj.c
2018-03-14 16:12:15 -04:00
Alam Ed Arias 5a04145e43 Merge branch 'master' into next 2018-03-14 14:29:42 -04:00
Alam Ed Arias 1619b392f6 Merge remote-tracking branch 'public/master' 2018-03-14 14:26:07 -04:00