Commit graph

1059 commits

Author SHA1 Message Date
toasterbabe
394ed30f44 Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD. 2016-09-22 21:08:36 +01:00
Alam Ed Arias
b949f49c68 Merge branch 'master' into next 2016-09-04 20:51:45 -04:00
Wolfy
484bb9535c Merge branch 'more-slope-fixes' into 'next'
More slope fixes (aka sorry guys I made another quick SUGOI fix)

Another slopes fix branch!

This branch currently includes a fix for:
* Knuckles gliding into a slope while in 2D mode causes him to try to "climb" on air above them, if the original non-sloped height is higher. Unfortunately he still tries to grab onto places that he can't really climb on, but at least now it's on the slope itself and not in mid-air lol. This issue is encountered in SUGOI's Retro Hill Zone, if you want to check for yourselves.
* Bustable FOF-busting code for both players AND pushables not accounting for slopes
* (Unrelated to slopes): Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on; I added this fix as a bonus because I encountered it in a test map of mine for the bustables fix

(Other fixes may or may not appear here in the near future, I haven't decided yet. Don't wait on me to get in any further fixes before merging, that said)

See merge request !110
2016-09-04 19:34:29 -04:00
Wolfy
58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
Wolfy
bcf7ca421c Merge branch 'DD_netplay_off' into 'next'
DIsable NetPlay on DirectDraw builds

Also disable UPnP support on NONET builds

See merge request !102
2016-09-04 19:01:26 -04:00
wolfy852
2d94256490 Shut the compiler up 2016-09-03 16:05:45 -05:00
toasterbabe
5bb0b5684e More irrelevant negation reduction, sorry. 2016-09-03 15:46:38 -05:00
toasterbabe
6ff75d2aa1 Double negation becomes single negation, with handy comment! 2016-09-03 21:37:52 +01:00
Wolfy
cce2a5e048 Merge branch 'RA_hotfix' into 'next'
Record Attack hotfix

Limit damage from http://mb.srb2.org/showthread.php?t=41847, basically.

Also fixed the message popup background because why not

See merge request !107
2016-09-03 16:29:28 -04:00
Monster Iestyn
a860c068d8 BONUS UNRELATED FIX: Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on 2016-09-02 22:53:55 +01:00
Monster Iestyn
8f02c50c10 Fix players and pushables not accounting for slopes on bustable FOFs 2016-09-02 21:41:45 +01:00
Monster Iestyn
eae47c9808 Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00
toasterbabe
3bad307e2d Sorry, Inu. 2016-08-28 20:46:56 +01:00
Monster Iestyn
21aa444943 Merge branch 'cutscene-switch-fix' into 'next'
Cutscene switch fix

Yet another fix for SUGOI, lol: apparently going from a final level's post-cutscene straight to a custom credits cutscene gets the latter stuck forever in the first scene (because the game accidentally stops the cutscene responder from realising the custom credits cutscene is running). This branch of course makes a fix for that.

See merge request !108
2016-08-28 13:40:44 -04:00
Monster Iestyn
454b705d32 Merge branch 'wall-collision-fix' into 'next'
Wall collision fixes

Fixes included in this branch:
* A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
* A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
* A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
* A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
* ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/

See merge request !104
2016-08-28 13:33:14 -04:00
toasterbabe
e8775419d1 Removed now-irrelevant braces. 2016-08-28 14:09:15 +01:00
toasterbabe
25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe
c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe
50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +01:00
Monster Iestyn
2a6a21a4a2 Solid midtextures now account for "infinite" repeats 2016-08-27 17:14:21 +01:00
Monster Iestyn
96f74a3a17 Merge branch 'master' into next 2016-08-25 19:19:53 +01:00
Monster Iestyn
ab3f677e66 F_EndCutScene now sets cutsceneover to true BEFORE running Y_EndGame and the like, not AFTER 2016-08-25 17:58:54 +01:00
Monster Iestyn
fd5297ee6c Merge branch 'fix-obj-step' into 'next'
Fix non-player objects having busted step-up/down on slopes

Why the fuck did I make this a player conditional in the first place holy shit

See merge request !103
2016-08-20 18:08:11 -04:00
Inuyasha
44df9358dd If the game becomes modified during a record attack run, end it
RA menu can be opened if the game is modified, but Start can't be selected. (Obvious reason: so scripts to display info can be used easier)
Fixed the stupid background for messages in the Record Attack menu, it was bugging me
2016-08-19 22:18:43 -07:00
toasterbabe
3db3433a51 More consistent comment. 2016-08-19 00:07:32 +01:00
toasterbabe
3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
Monster Iestyn
1530183ddf Fix multiple solid midtexture-related issues:
* Effect 3 (Peg Midtexture) is now accounted for properly, flipping the collision box position to match the actual rendered position of the midtexture
* Fixed incorrect application of y-offsets for non-lower unpegged midtextures collision boxes; +ve always goes up, -ve always goes down!
* Effect 4 now doesn't make midtextures solid for polyobjects at all - this "conflicted" with First Line having both Effect 4 (visible planes) and Effect 3 (intangible) simultaneously, where we kind of expect the first line's wall to not be made solid. This may be less of a problem in future SRB2 versions, but for now solid midtextures for polyobjects are disabled.
2016-08-14 16:56:41 +01:00
Alam Ed Arias
0264fd24ae @MonsterIestyn: Should probably be returning true then 2016-08-14 10:43:44 -04:00
RedEnchilada
55b8ef9f64 More stepping upward fixing ugh 2016-08-14 00:03:00 -05:00
RedEnchilada
758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
Monster Iestyn
f1a9634260 P_LineOpening now takes a mobj_t argument, instead of relying on tmthing
. tmthing can be NULL if called from PTR_SlideTraverse, so we should use slidemo instead

This fixes a crash that occurs in yet ANOTHER SUGOI map, involving bouncy walls next to sloped floors/ceilings
2016-08-13 21:41:18 +01:00
Alam Ed Arias
bdb5db878a NONET should also disable UPNP support 2016-08-13 10:12:14 -04:00
toasterbabe
be973d6990 expanded comment for future generations 2016-08-13 15:07:40 +01:00
Alam Ed Arias
da23d93b00 Disable netplay for DirectDraw builds 2016-08-13 10:03:17 -04:00
toasterbabe
612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
toasterbabe
5d6463fafc Fixed Knuckles being able to climb in space in OpenGL.
To understand: look at AjustSegs(void) in hw_bsp.c. It reallocates the vetex_t pointers for lines as POLYVERTEX_T pointers, and of COURSE things are gonna get wacky when you're casting pointers.

I dunno how resilient the FLOAT_TO_FIXED solution is or whether it'll be netgame compatible (yayyy float precision loss) but it's not like our builds are netgame compatible with themselves
2016-08-13 13:39:24 +01:00
toasterbabe
104fc8ba98 Partially reverted on Inu's reccomendation. 2016-08-12 16:01:03 +01:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
Alam Ed Arias
fb8de61a81 Merge branch 'master' into next 2016-08-11 12:48:52 -04:00
Monster Iestyn
c79428a178 Merge branch 'opengl-planes' into 'master'
OpenGL planes fix

This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).

If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.

See merge request !97
2016-08-11 12:15:08 -04:00
Monster Iestyn
ae5844be76 Merge branch 'fof-slope-crash-fix' into 'master'
Fof slope crash fix

This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.

Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.

See merge request !96
2016-08-11 12:13:52 -04:00
Alam Ed Arias
774a93c819 Merge branch 'master' into next 2016-08-07 23:23:50 -04:00
Wolfy
bbb4bb8a05 Merge branch 'invalid-map-name-test' into 'next'
-warp checking for invalid map names

I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.

SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.

See merge request !99
2016-08-07 16:34:23 -04:00
Wolfy
8561a6b413 Merge branch 'sprite-loading-tweaks' into 'master'
Fix R_AddSingleSpriteDef's I_Error messages

Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")

Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"

See merge request !95
2016-08-07 16:33:15 -04:00
RedEnchilada
02d3382408 Leave a note to anyone foolish enough to try to fix this 2016-08-07 12:17:31 -05:00
Monster Iestyn
4c4f124611 Detect if -warp's parm is actually a valid map name (MAPxx or plain number), and print an "invalid map name" message if not 2016-07-28 16:07:26 +01:00
Monster Iestyn
2b985bda85 Make sure we detect if start >= numlines so we can deal with that properly
for some apparent reason the compiler didn't like the while loop condition edit on its own (it complained about inline failures for P_MobjReadyToTrigger for some reason), so I had to add that extra bit above the while loop... and it was happy again, huh
2016-07-28 14:57:19 +01:00
Monster Iestyn
2870e19f7f Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
Monster Iestyn
dc765cde2c Fix R_DrawColumnShadowed_8 crash encountered in FuriousFox's map
If you want more specifics, sloped FOFs are to blame it turns out: sometimes the bottom of an FOF wall blocking a segment of an in-level wall column can be considered ABOVE the top part of the FOF there (yikes), and then the dc_y* values go offscreen, and then BOOM
2016-07-24 18:54:01 +01:00
Alam Ed Arias
03ddc1f29a define SRTICT_ALIGN to - if the system is x86/x64 system 2016-07-23 23:26:08 -04:00