- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha values instead of inverted ones. - Changed FRemapTable so that all palette entries must contain proper alpha values. - Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check. - Changed: The boss brain's explosions play weapons/rocklx which is an unlimited sound. This can become extremely loud. Replaced with a new sound which is just an alias to weapons/rocklx but has a limit of 4. SVN r932 (trunk)
This commit is contained in:
parent
2a7ff45829
commit
4667bfe46f
20 changed files with 298 additions and 105 deletions
|
|
@ -160,9 +160,7 @@ void FRemapTable::Serialize(FArchive &arc)
|
|||
}
|
||||
for (int j = 0; j < NumEntries; ++j)
|
||||
{
|
||||
arc << Palette[j].r
|
||||
<< Palette[j].g
|
||||
<< Palette[j].b;
|
||||
arc << Palette[j];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -179,6 +177,10 @@ void FRemapTable::MakeIdentity()
|
|||
{
|
||||
Palette[i] = GPalette.BaseColors[i];
|
||||
}
|
||||
for (i = 1; i < NumEntries; ++i)
|
||||
{
|
||||
Palette[i].a = 255;
|
||||
}
|
||||
}
|
||||
|
||||
bool FRemapTable::IsIdentity() const
|
||||
|
|
@ -232,6 +234,7 @@ void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
|
|||
{
|
||||
Remap[start] = pal1;
|
||||
Palette[start] = GPalette.BaseColors[pal1];
|
||||
Palette[start].a = start==0? 0:255;
|
||||
return;
|
||||
}
|
||||
palcol = pal1 << FRACBITS;
|
||||
|
|
@ -240,6 +243,7 @@ void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
|
|||
{
|
||||
Remap[i] = palcol >> FRACBITS;
|
||||
Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
|
||||
Palette[i].a = i==0? 0:255;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -278,6 +282,7 @@ void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, in
|
|||
Remap[start] = ColorMatcher.Pick
|
||||
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
||||
Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
||||
Palette[start].a = start==0? 0:255;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -288,7 +293,7 @@ void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, in
|
|||
{
|
||||
Remap[i] = ColorMatcher.Pick
|
||||
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
||||
Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
||||
Palette[i] = PalEntry(start==0? 0:255, r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
|
||||
r += rs;
|
||||
g += gs;
|
||||
b += bs;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue