Commit graph

615 commits

Author SHA1 Message Date
Monster Iestyn
fa1bc5a09b Whoops forgot this for last commit 2016-02-15 20:55:57 +00:00
Monster Iestyn
b5673ed101 Fix player spawning on slopes 2016-02-15 20:46:56 +00:00
Monster Iestyn
ef6430c23e Fix respawning rings on slopes 2016-02-15 20:34:53 +00:00
wolfy852
000ec9ac67 Call LUAh_PlayerSpawn instead of checking for it 2016-02-14 15:22:13 -06:00
Inuyasha
7c5adacc6f Fixed chain launching
In the process, the stasis flags work like you'd expect them to.
You can now set them in Lua or code and they'll actually do something.
2016-02-14 12:28:03 -08:00
wolfy852
db3797fd35 Add PlayerSpawn hook 2016-02-14 06:10:20 -06:00
wolfy852
e43f21cdda Fix dead MF_PAIN objects hurting the player
Fixes #12
2016-02-13 17:31:38 -06:00
Monster Iestyn
7278625963 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into Lua-video-lib-expansion 2016-02-09 20:01:32 +00:00
Monster Iestyn
17d6bafc7e Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names 2016-02-09 20:00:54 +00:00
Monster Iestyn
e44c96e417 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-02-09 19:58:51 +00:00
Monster Iestyn
db18ad6b7f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into monster-misc-2 2016-02-09 19:54:49 +00:00
Monster Iestyn
5d1c8d2968 My cherry picking somehow lead to these functions being doubled ...whoops 2016-02-09 19:35:04 +00:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6 Tabbing 2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58 Change a few colours. 2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c Colour Changing MD2s
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Monster Iestyn
700c9c2e70 Merge branch 'md2_colourchange' into 'master'
Colour Changing MD2s

What it says it is, I haven't touched it in quite a while, but I have checked and it seems to be working.

See merge request !30
2016-02-09 13:03:52 -05:00
Sean Ryder
b7ebb8186d Fix MD2 interpolation for FF_ANIMATE states 2016-02-09 16:20:18 +00:00
Inuyasha
8fc484cea9 Just a few more changes to TUNES, nothing special
(cherry picked from commit 63a9c66317c263124567234897ed6240b5e34f9e)
2016-02-09 02:48:35 -08:00
Inuyasha
04d112276e Fixed some oddities with TUNES.
(cherry picked from commit a4d05350f711db76676e9b48c36d88bd7dbec274)
2016-02-09 02:48:35 -08:00
Inuyasha
1203b0aa73 Fix crash on game clear
(No, game, you can't allocate a map header for the credits, why were you doing that before and how did it not break anything??)

(cherry picked from commit e1f9a012297d5220dcdd9395265467621a170e32)
2016-02-09 02:48:34 -08:00
Inuyasha
caab150c92 Fixed LD413
(cherry picked from commit 1e4c2f8aad3d2d48eb408f400fde8e259b40fe18)
2016-02-09 02:48:34 -08:00
Inuyasha
8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2a01a8ec7c104748c2f510e350aa457)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
58e685353a Attempt 2 at special stage fades.
More basic in execution.
2016-02-09 02:43:24 -08:00
Inuyasha
1bdd4cf641 backport state-animations from internal master to public next
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn
66175d87b8 removed unused macros from doomdef.h 2016-02-08 20:10:32 +00:00
Alam Ed Arias
985b9a11cc Merge branch 'travis-ci' into 'master'
Travis-CI builds

Merge support to build SRB2 for Linux system via Travis-Ci
This will build SRB2 with GCC and Clang to make sure we do not break Linux/GNU builds

See merge request !41
2016-02-07 21:57:26 -05:00
Alam Ed Arias
2dc9a4b34a Merge branch 'master' into next 2016-02-07 21:22:28 -05:00
Alam Ed Arias
6b626f1b27 build: cmake is messly 2016-02-07 20:53:27 -05:00
Alam Ed Arias
3ba827f33d Merge branch 'master' into travis-ci 2016-02-07 00:39:25 -05:00
Alam Ed Arias
07fc74eaf5 clang: fixup a few clang warnings 2016-02-05 22:38:40 -05:00
Alam Ed Arias
68054a49e3 clang: cleanup 2016-02-05 22:32:14 -05:00
Alam Ed Arias
f4886657c1 clang: fixup a few clang warnings 2016-02-05 22:12:12 -05:00
Alam Ed Arias
864baeda05 cmake: fixed up to handle Clang and AppleClang 2016-02-05 21:49:24 -05:00
Inuyasha
5320424269 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:09:08 -08:00
Inuyasha
c05c43cfee Merge branch 'monster-misc' into 'master'
Monster Iestyn's Miscellaneous (netplay-compatible) changes

Just cleaning up some unused or unnecessary things left in the source code, see the commits for exact changes made if you like.

May add more stuff to this branch later, there's no rush really.

See merge request !39
2016-02-03 21:06:57 -05:00
Inuyasha
84fb4d108a Merge branch 'diagonal-spring-rings-tweak' into 'next'
Diagonal spring rings tweak

If you didn't know before, those special placement ring lines for diagonal springs only use multiples of 45 for their angles in-game. In other words, they only face any of the 8 basic cardinal directions (N, S, E, W, NE, NW, etc). Considering that springs themselves don't follow the above behaviour, you can probably work out that's a bad thing.

This branch changes that of course, if you couldn't guess from context. Diagonal spring rings can now be placed with any angles like most thing types already could!

See merge request !37
2016-02-03 21:05:44 -05:00
Inuyasha
f17be6641e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:00:28 -08:00
Monster Iestyn
0455b572dc Removed weird test for water planes in HWR_Subsector
It crashes when you try to test it anyway, lol
2016-02-03 17:58:44 -08:00
Monster Iestyn
d1b89c9320 Quick fix for another drawer lib function while I'm here, cough 2016-01-31 22:52:02 +00:00
Monster Iestyn
04528eb3e6 <Inuyasha> MonsterIestyn: what about render_none? 2016-01-31 22:15:17 +00:00
Monster Iestyn
dafe0ccd11 Added v.width(), v.height() and v.renderer() to Lua's drawer/video library 2016-01-31 21:53:14 +00:00
Monster Iestyn
2e58f6c4d9 Fixed that odd bug where PolyObjects sometimes leave a vertex or two in their control sectors
Turns out the seg-searching code falsely assumed it'd find frontfacing segs first, who knew?
2016-01-31 13:05:30 -06:00
Monster Iestyn
2d94b2a85f keys.h doesn't need to be included twice here lol 2016-01-31 17:10:57 +00:00
Monster Iestyn
deb958a796 Remove unused "INVERSECOLORMAP" macro 2016-01-31 17:06:03 +00:00
Monster Iestyn
9e29b69a29 Remove unused "firstnewseg" variable 2016-01-31 16:49:04 +00:00
Monster Iestyn
8b56cd76c7 doomtype.h tweaks
some of the mess in here really bothers me

(cherry-picking this commit of mine from next since it only fixes a small oversight with compiling and adds a comment)
2016-01-31 15:08:16 +00:00
Monster Iestyn
cd198d6809 merge SOC_****, MAINCFG and OBJCTCFG searches into one big search for any of them
This makes it so that it doesn't matter what order you place SOC lumps within a WAD... relative to other SOC lumps at least, anyway
2016-01-30 17:19:05 +00:00
Monster Iestyn
5cae87430f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names 2016-01-30 16:39:55 +00:00
Inuyasha
e49f531ba1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-01-29 18:27:33 -08:00
Alam Ed Arias
82bfce7683 Merge remote-tracking branch 'magicgirl/master' 2016-01-29 20:29:28 -05:00
Inuyasha
e6f0a4be18 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-01-29 16:01:57 -08:00
Inuyasha
f500986692 use RGB for screen texture, not RGBA
the screen texture does not need an alpha channel.
the fact that it had one made OGL copy the topmost pixel of the screen texture's alpha channel.
which, naturally results in the screen becoming partially transparent and letting you see the working texture in the background.
2016-01-29 16:01:05 -08:00
Monster Iestyn
7d603c320b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into diagonal-spring-rings-tweak 2016-01-29 19:40:04 +00:00
Alam Ed Arias
e8cf4cdaac SDL2: compile SDL with SDL_main for Win32 2016-01-29 00:33:11 -05:00
Alam Ed Arias
c47ff7b3c6 let make the main() entry point noreturns 2016-01-28 21:37:41 -05:00
Alam Ed Arias
050ce857c4 let not care for main() being noreturn 2016-01-28 21:31:18 -05:00
Alam Ed Arias
0d327c7c16 kill logical-not-parentheses warning in g_game.c
g_game.c: In function 'G_CheckDemoStatus':
g_game.c:5588:22: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
   if (!modeattacking == ATTACKING_RECORD)
                      ^
2016-01-28 21:15:51 -05:00
Alam Ed Arias
10e1aaaf85 appveyor: no need for DEPFLAGS 2016-01-28 12:08:08 -05:00
Alam Ed Arias
7fdb5cfcfb move disabled warning out of mingw 2016-01-28 12:06:00 -05:00
Alam Ed Arias
2176b21e62 ignore noreturns 2016-01-28 11:49:23 -05:00
Alam Ed Arias
7a09a82489 new flags: DEPFLAGS, to tell the depend step where are the headers 2016-01-28 11:41:02 -05:00
Alam Ed Arias
f0842d2200 appveyor: add debug and sdl mixer 2016-01-28 11:33:36 -05:00
Inuyasha
d76e21b546 fix bind out of bounds / keystring misreading 2016-01-28 08:15:34 -08:00
Alam Ed Arias
d0ce9170da appveyor: build for GCC 5.2 2016-01-27 01:39:12 -05:00
Monster Iestyn
80fb282334 Fixed math for calculating current texture in texture animations 2016-01-23 18:59:17 +00:00
Alam Ed Arias
181c875016 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-22 17:25:19 -05:00
Inuyasha
4df951224b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next 2016-01-21 14:51:33 -08:00
Monster Iestyn
674ff51153 Fix shadowing in mapheaderinfo_get 2016-01-21 20:27:35 +00:00
Monster Iestyn
ccb0abb853 Diagonal ring springs should now be able to face any angle 2016-01-21 20:19:43 +00:00
Alam Ed Arias
c33d20acff whitespace cleanup 2016-01-21 13:50:05 -05:00
Inuyasha
9d5718760d interscreen is a lump name and thus needs lstring
... not just lstring though, but the behavior with i that is used elsewhere.
2016-01-20 09:42:35 -08:00
Inuyasha
7d6dc3a5bb fix bad lstring usage in map header lua
This is not how you use pushlstring! This is actually sending uninitialized memory to Lua, which is making scripts have inconsistent results (duh?)

c/o JTE: "Tell Red they're a doofus."
2016-01-20 09:25:28 -08:00
Monster Iestyn
5abdb08a25 #sector.lines now returns the number of linedefs in the sector 2016-01-20 16:03:17 +00:00
Sean Ryder
7d914913dd Tabbing 2016-01-20 15:55:32 +00:00
Monster Iestyn
79e3e2351d Finally bothered to add in a method to obtain sector.lines' size internally to prevent going out of bounds.
Admittedly I knew of this particular method from the start but wanted to avoid it in favour of a less-hacky looking method of getting sector.lines' size ...but there was none to be found at all.
2016-01-20 14:56:52 +00:00
Monster Iestyn
3dc0f2b4ff Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-01-20 14:22:11 +00:00
Inuyasha
61eb9c01d1 Merge branch 'coloropposite-hotfix' into 'next'
Coloropposite hotfix

Quick fix to prevent ColorOpposite(MAXSKINCOLORS) or higher input from giving results out of the actual array's bounds. In other words, preventing it from giving you nonsense values or something.

I created the function for Lua to begin with, so clearly this is 100% my fault once again. Welp.

See merge request !31
2016-01-20 07:40:05 -05:00
Monster Iestyn
103027124b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-01-20 12:31:21 +00:00
Inuyasha
55f0e5cab5 objectplace stability fix
Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.

... Oops.

Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.

Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:24:30 -08:00
Monster Iestyn
c6a2bde7d9 Use modulo, not bitwise AND. My fault once again, whoops.
The point here is ColorOpposite(MAXSKINCOLORS) would have given an actual result of its own since MAXSKINCOLORS & MAXSKINCOLORS is still MAXSKINCOLORS. This shouldn't happen though, as both Color_Opposite[MAXSKINCOLORS*2] and Color_Opposite[MAXSKINCOLOR*2+1] aren't defined.
2016-01-18 19:46:00 +00:00
Monster Iestyn
af3c4755dc All lumps with the "SOC_" prefix in their names are now read as SOCs. 2016-01-17 19:43:26 +00:00
Alam Ed Arias
106287aca5 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-14 12:32:04 -05:00
Monster Iestyn
99fad84674 Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e31c7ae3fa Removed dummied-out Pope XVI code 2016-01-14 16:41:33 +00:00
Monster Iestyn
a52f31f30e doomtype.h tweaks
some of the mess in here really bothers me
2016-01-14 16:41:26 +00:00
Monster Iestyn
01ef2d3ca3 If this isn't an accidental copy+paste then I'd be very surprised 2016-01-14 16:41:19 +00:00
Monster Iestyn
7e94ee8422 From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so... 2016-01-14 16:41:10 +00:00
Monster Iestyn
1e131d2786 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap

Conflicts:
	src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.

Conflicts:
	src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
69550e98fe Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Monster Iestyn
693058adae Replaced the old finetangent[] with a new more accurate one I made using a Python script.
Actually uses 0 and 65536 now! (and also INT32_MIN)
2016-01-14 16:32:22 +00:00
Monster Iestyn
d4f2d24921 Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched)
Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
2016-01-14 16:32:13 +00:00
Monster Iestyn
a0df3cec7b Move finecosine[] declaration to where it really belongs in the source code 2016-01-14 16:32:02 +00:00
Inuyasha
420a27ce11 Attempt to play nice to cmake. 2016-01-14 07:46:28 -08:00
Inuyasha
06dea3ab78 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 07:46:27 -08:00
Monster Iestyn
529f5af614 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Monster Iestyn
4a8dd8031e dispoffset now works in OpenGL 2016-01-13 22:50:15 -08:00
Monster Iestyn
049689334d large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Inuyasha
fea0a9577a Further optimization of fading code because I'm crazy
The less branches, the better.

Optimization is a bitch, you know.
2016-01-13 22:48:39 -08:00