NiGHTS hotfix
Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them
These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.
See merge request !71
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
Demo replay fixes
Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)
See merge request !66
DO NOT MERGE THIS INTO THE INTERNAL REPO. This is a temporary 2.1.15 only fix. This commit allows an optional boolean for tan(), which when true will automatically shift angles by ANGLE_90.
the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.
it's a nitpicky thing, but this is the renderer we're talking about here.
i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
One more name in the credits
I probably messed up by making toast_credits based on master instead of next. If that's blocking, just delete this branch and I'll re-do it. It's a single line, though - shouldn't exactly matter so much.
Could probably stand to be merged into Internal as well, since I hadn't actually worked on any textures when we'd updated the credits there.
See merge request !69
Fix portal and plane/sky interaction
More portal-related fixes:
* Fixes rendering issue 4 from issue #21 (Slope planes render with wrong height values when visportals are visible on-screen)
* Fixes sky rendering through portals, so that the sky you see through each portal is what you'd expect to see if you were actually there. Easiest way to see what I mean is through sky 22's planet, in a map with portals at 90 degrees to the other sides respectively (the example map on the wiki for ld40, for instance).
See merge request !65