Its only relevant use case has been to use the software renderer on hardware not capable of OpenGL 3.3, but a large chunk of that can now be serviced with GLES.
In addition it has ceased further development and has not received any of the recent 2D render features which further reduces its viability.
To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
* Remove threading from the drawers
* Fix some r_scene_multithreaded related bugs
* Fix some r_scene_multithreaded crashes
* Fix fullbright shade bug
* Fix truecolor drawer crash
* Add debug code for showing the render slices
* Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame
Co-authored-by: Magnus Norddahl <dpjudas@users.noreply.github.com>
With fixed point math barely being used anywhere with the vast majority of calls in the software voxel drawer it makes sense to reduce the function interface to the minimum possible and move the shift value into the function call as an argument.