Glenn Maynard
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ef3d02e02d
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bFlipHeadAndTailWhenReverse flips the head and tail, and flips
the hold body. Flip the caps, too.
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2007-01-06 08:33:08 +00:00 |
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Glenn Maynard
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db7bb23676
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don't offset non-wrapped parts
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2007-01-06 08:30:50 +00:00 |
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Glenn Maynard
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05e69b4b83
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simplify
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2007-01-06 08:28:53 +00:00 |
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Glenn Maynard
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331dbeb997
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merge more hold rendering code
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2007-01-06 07:22:48 +00:00 |
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Glenn Maynard
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fcd215f61b
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merge hold note wavy part rendering
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2007-01-06 06:12:40 +00:00 |
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Glenn Maynard
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c620505da8
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flip this around, to look like the same expression in the other two wavy hold part renderers
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2007-01-06 05:35:06 +00:00 |
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Glenn Maynard
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4ee0024579
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cosmetic to bring these wavy parts closer together
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2007-01-04 05:58:19 +00:00 |
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Glenn Maynard
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946573142a
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cosmetic to bring these wavy parts closer together
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2007-01-04 04:06:35 +00:00 |
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Glenn Maynard
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eaebdb368c
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fix up add layer
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2007-01-04 04:03:31 +00:00 |
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Glenn Maynard
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0b462d207b
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cosmetic to bring these wavy parts closer together
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2007-01-04 03:58:08 +00:00 |
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Glenn Maynard
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eb1cd3d2f1
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simplify
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2007-01-04 03:51:15 +00:00 |
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Glenn Maynard
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8fb0ca4e8f
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cleanup
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2007-01-04 03:18:37 +00:00 |
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Glenn Maynard
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0ed3ce836c
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fix nt
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2007-01-04 02:23:44 +00:00 |
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Glenn Maynard
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30a4e9374c
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DrawActor, DrawHoldHeadTail zoom handling
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2007-01-04 02:21:58 +00:00 |
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Glenn Maynard
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3406e5d4c3
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row -> beat for consistency
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2007-01-04 02:14:03 +00:00 |
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Glenn Maynard
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8672e0eadb
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remove fLife--always 1
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2007-01-04 01:33:36 +00:00 |
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Glenn Maynard
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6bfa6a6fb1
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merge DrawHoldTail and DrawHoldHead
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2007-01-04 01:29:14 +00:00 |
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Glenn Maynard
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885a245c0e
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move param
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2007-01-04 01:24:51 +00:00 |
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Glenn Maynard
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3811d3d51c
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Rewrite attack handling. (This isn't intended to be fast or scalable--the
old code wasn't, either--I just want to get rid of the extra DrawActor
code path. This feature should probably just be removed.)
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2007-01-04 01:03:36 +00:00 |
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Glenn Maynard
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644eaec3a3
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pass tn to tap rendering, like hold rendering
simplify
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2007-01-04 00:45:47 +00:00 |
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Glenn Maynard
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b4aeab5403
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remove unused fDrawDistanceBeforeTargetsPixels2
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2007-01-04 00:38:19 +00:00 |
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Glenn Maynard
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e6ffc5d3a8
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push DrawHoldTail, DrawHoldHead together
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2007-01-04 00:22:20 +00:00 |
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Glenn Maynard
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53d6bb6e36
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push DrawHoldTail, DrawHoldHead together
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2007-01-04 00:16:24 +00:00 |
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Glenn Maynard
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e0acdf0c80
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simplify
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2007-01-04 00:09:06 +00:00 |
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Glenn Maynard
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cec4803949
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5bb79cd "when using dizzy, hold heads get stuck in rotated position"
apply to tails too
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2007-01-04 00:07:21 +00:00 |
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Chris Danford
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09e8c0bc34
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Make addition a texture coord shift instead of a separate element. This means fewer texture swaps when drawing, fewer graphics to maintain, and lets non-tap elements have addition coloring
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2006-12-15 22:27:00 +00:00 |
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Chris Danford
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e58c980aef
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add per-NoteType texcoord offset so that Note and Addition can use the same ModelGeometry
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2006-12-01 13:10:01 +00:00 |
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Chris Danford
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bf20880ba9
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name cleanup. Replace:
StartDrawingAtPixels
FirstPixelToDraw
YStartOffset
DrawFarY
with:
DrawDistanceAfterTargetsPixels
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2006-11-13 06:12:38 +00:00 |
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Chris Danford
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06e30d1f45
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support fading in of notes from 0 alpha at farthest draw point to 1 alpha closer
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2006-11-13 02:27:23 +00:00 |
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Glenn Maynard
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e77cf2375f
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don't clear the texture redundantly
fix missing SetZoom
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2006-11-03 07:31:19 +00:00 |
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Glenn Maynard
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b2f846ddf4
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don't depend on texture env 2+ being clear
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2006-11-03 03:49:32 +00:00 |
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John Bauer
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3ddc314cbd
|
Currently, long hold arrows are smudged like wet fountain pen ink.
This change fixes them. Apparently the DISPLAY does not keep track
of all of these state changes in between calls to Draw().
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2006-11-02 21:00:20 +00:00 |
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Glenn Maynard
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f4136c72e6
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simplify
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2006-11-02 06:47:48 +00:00 |
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Chris Danford
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1b4387a7d9
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add HoldActiveIsAddLayer
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2006-10-30 03:04:41 +00:00 |
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Glenn Maynard
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04b1490b51
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faster, more reliable error checking
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2006-10-20 09:43:56 +00:00 |
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Steve Checkoway
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e87789da7c
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Rename XToString2 to XToString.
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2006-10-15 00:09:18 +00:00 |
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Steve Checkoway
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04bff6bc1d
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Use XToString2.
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2006-10-15 00:00:22 +00:00 |
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Glenn Maynard
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617e8b5335
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FOREACH_ENUM2 -> FOREACH_ENUM
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2006-10-07 08:56:58 +00:00 |
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Glenn Maynard
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5541709a1f
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move ColToButtonName from Game to Style, to reduce GAMESTATE use
in Game
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2006-09-30 00:46:21 +00:00 |
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Glenn Maynard
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2eca7b670c
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use FOREACH_ENUM2
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2006-09-27 05:18:47 +00:00 |
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Glenn Maynard
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0b7b6b6f9f
|
naming cleanups
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2006-09-26 21:05:49 +00:00 |
|
Steve Checkoway
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832212c526
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Cleanup.
|
2006-08-14 13:15:47 +00:00 |
|
Steve Checkoway
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d9b63a0dae
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Simplify.
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2006-08-14 13:10:52 +00:00 |
|
Steve Checkoway
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b39d68c8cf
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Initial TapNote::lift implementation.
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2006-08-14 12:16:31 +00:00 |
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Chris Danford
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339e9de36a
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clamp to 8 different note colors so that NoteSkins can implement colors efficiently in power-of-2 texture sizes
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2006-08-08 02:27:59 +00:00 |
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Chris Danford
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7ac45c24e4
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save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
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2006-08-05 02:38:05 +00:00 |
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Glenn Maynard
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d0bcf2052d
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RageTexture is a wrapper around RageDisplay's textures; RageDisplay
itself doesn't use it. Don't pass in RageTexture to SetTexture;
use RageDisplay's native texture handles.
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2006-07-23 03:19:49 +00:00 |
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Glenn Maynard
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5c8ff23cfb
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unused
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2006-04-29 21:22:16 +00:00 |
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Chris Danford
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6a78f271d0
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fix mines frames draw with wrong tex coord shifting
|
2006-03-06 00:16:08 +00:00 |
|
Glenn Maynard
|
3654470a05
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Fix notes placed 1/64th above the beat are the wrong color in vivid.
|
2006-02-17 05:57:00 +00:00 |
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