1. 07 Apr, 2020 1 commit
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  3. 29 Mar, 2020 2 commits
  4. 16 Mar, 2020 1 commit
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  6. 11 Feb, 2020 1 commit
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  8. 29 Jan, 2020 4 commits
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  10. 20 Oct, 2019 2 commits
  11. 19 Oct, 2019 1 commit
  12. 16 Sep, 2019 7 commits
  13. 08 Sep, 2019 2 commits
  14. 07 Sep, 2019 4 commits
  15. 27 Aug, 2019 1 commit
    • Alexander Dawson's avatar
      Change some clocks to support sub-tick precision using a new class, ClockTicks. · 6911e674
      Alexander Dawson authored
      Using that higher precision, interpolate at a higher granularity.
      Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
      Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
      Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
      
      From-SVN: r8050
      6911e674
  16. 18 Aug, 2019 1 commit
  17. 16 Aug, 2019 1 commit
  18. 15 Aug, 2019 1 commit
  19. 13 Aug, 2019 2 commits
  20. 09 Aug, 2019 1 commit
    • Richard Gobeille's avatar
      Attempt to work around odd behavior when attempting to use stuff like wall... · d3ce7acf
      Richard Gobeille authored
      Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove
      
      The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.
      
      From-SVN: r7932
      d3ce7acf