Commit graph

1676 commits

Author SHA1 Message Date
Alam Ed Arias
5c295d5733 Codeblock: fixup sdl2 to sdl 2016-12-22 18:59:18 -05:00
Alam Arias
fe3916a60d Merge pull request #147 from LJSonik/hook-optimisation
Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn
d782638da8 Merge branch 'zlib_pkgconfig' into 'master'
Zlib pkgconfig

Linux build to include libgme by default

See merge request !116
2016-12-18 21:44:19 -05:00
Monster Iestyn
02b32b3f65 Merge branch 'master' into next 2016-12-17 20:01:06 +00:00
Monster Iestyn
8e56582728 Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode 2016-12-17 19:59:54 +00:00
Monster Iestyn
a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Louis-Antoine
db20bfb3c3 Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists 2016-12-15 21:05:54 +01:00
Alam Arias
fa8a673d3b Merge pull request #146 from mdeguzis/patch-1
readme.txt duplicated, also incorrect
2016-12-14 18:13:23 -05:00
Michael T. DeGuzis
78f5dd15b5 readme.txt dupilcated, also incorrect
readme.txt should be README.md
2016-12-14 15:07:48 -05:00
Monster Iestyn
aa82042cf8 Merge branch 'credit_switch' into 'next'
No switching skins mid-credits/custom cutscene in SP

Does what it says on the tin.

See merge request !129
2016-12-13 09:33:53 -05:00
Monster Iestyn
1ec97c242a Merge branch 'smooth_ropes' into 'next'
Smoother ropes and zoom tubes

Makes rope hangs and zoom tubes suck less. Specifically, they handle corners (and vertical height changes, ala sloped rope hangs) a LOT nicer. Ported from internal.

See merge request !139
2016-12-12 14:18:36 -05:00
Sryder
93901847d3 Fix the Fixed Rounding functions 2016-12-12 00:06:48 +00:00
Monster Iestyn
ab423f99c6 Optimising retrieval of sector_floorpic/ceilingpic
As LJSonic has pointed out, there's no need for a for loop in either case; just use sector->floorpic/ceilingpic as a levelflats index directly

(Besides, if that was to stop any out-of-bounds indexes being used, that's hardly the way to do it anyway)
2016-12-09 21:18:06 +00:00
Monster Iestyn
d294c9d15c P_NetUnArchiveWorld now uses P_AddLevelFlatRuntime instead of P_AddLevelFlat.
Also created P_CheckLevelFlat to just return the flat # from a name, since that's all P_NetArchiveWorld really needed from P_AddLevelFlat anyway
2016-12-08 21:45:25 +00:00
Alam Ed Arias
5e74318fb2 Merge branch 'master' into next 2016-12-06 17:29:43 -05:00
Monster Iestyn
64801a1a8e Merge branch 'sdl2-cleanup' into 'master'
SDL2 i_video.c code cleanup

Made some code look a bit neater, removed the need for some SDL2STUBs Fury placed, vid_info console command actually kind of has a use again, etc

See merge request !138
2016-12-06 17:18:47 -05:00
Monster Iestyn
ac966bf790 Merge branch 'mfe_onground-is-stupid' into 'next'
Fix ceiling springs thrusting themselves down in midair on touch

What the title says. I blame MFE_ONGROUND for being stupid, but for now I made it behave a bit better with flipped items at least.

See merge request !140
2016-12-06 16:22:33 -05:00
Monster Iestyn
7c07f39019 Make sure flipped things placed directly on ceiling get MFE_ONGROUND
This fixes ceiling springs apparently flying down with you in various scenarios
2016-12-05 22:07:16 +00:00
toasterbabe
02d78b355b Smoother ropes and zoom tubes ported from internal. 2016-12-01 14:33:44 +00:00
Monster Iestyn
ae3e11369e Revert "(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden"
This reverts commit 347b531881.

(Too experimental, may end up adding new bugs; let's just keep it to clean up for now)
2016-11-30 17:21:28 +00:00
Monster Iestyn
347b531881 (Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden
Seems to work so far though
2016-11-25 21:13:39 +00:00
Monster Iestyn
8bbbeff2a9 Make Impl_SDL_Scancode_To_Keycode look a bit neater
This way it's easier by eye to see from the list which SDL scancode maps to which SRB2 key code
2016-11-23 17:08:37 +00:00
Monster Iestyn
5cf4767aed Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway) 2016-11-23 16:51:37 +00:00
Monster Iestyn
153ba39f19 Remove remnants of SDLK_ stuff, we use scancodes now not keycodes
(Apparently SDLK_LMETA/SDLK_RMETA don't exist anymore in SDL2 anyway?)
2016-11-22 22:41:02 +00:00
Monster Iestyn
1606a45b18 Some cleanup/reorganisation in SDLSetMode and Impl_CreateWindow 2016-11-21 22:07:05 +00:00
Monster Iestyn
208546165b Comment out SDL2STUB from Impl_SetWindowIcon 2016-11-21 20:59:44 +00:00
Monster Iestyn
168f8d5c5e Un-stub Surfaceinfo and just print the parts that still work in SDL2
This means the console command vid_info also works properly too now (well, it does nothing in OpenGL mind)
2016-11-21 20:40:02 +00:00
Monster Iestyn
f4705b01f4 Don't call SDLESSet
Turns out sdl12's version of this function only did stuff for DC/GP2X ports; support for them have been cut out for SDL2, so for now let's just not use the function at all
2016-11-21 19:42:39 +00:00
ZTsukei
66c6b6885f Updates done a while ago... Not 100% sure what they were. :x 2016-11-20 23:23:10 -05:00
Monster Iestyn
f5f2542849 Go through all the polyobjects to find leftover polyobj planes to add to the draw nodes list
I'm convinced there's going to be some stupid side effects from doing this, but it's the quickest way I can fix the polyobj planes not all appearing anyway
2016-11-16 17:50:44 +00:00
Monster Iestyn
694bb73ef7 Merge branch 'master' into next 2016-11-16 12:16:51 +00:00
Inuyasha
672ae61b10 Merge branch 'drawfill-opengl-fix' into 'master'
HWR_DrawFill support for V_NOSCALESTART

This fixes the console selection highlighting being wrongly positioned and sized for OpenGL.

See merge request !135
2016-11-16 07:14:29 -05:00
Monster Iestyn
42f985cda5 Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha 2016-11-16 12:10:56 +00:00
Monster Iestyn
0726dbe018 Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height
Oh well, we're part of the way there, anyway
2016-11-15 20:33:07 +00:00
Monster Iestyn
1bb53ce5f3 Merge branch 'next' into plane-fixes 2016-11-15 18:40:48 +00:00
Alam Ed Arias
b9b5d20300 Makefile: move ZLIB flags outside of GME check 2016-11-13 17:34:53 -05:00
Monster Iestyn
fea97b4880 Merge branch 'master' into next 2016-11-10 16:45:49 +00:00
Inuyasha
2569a1eda6 Merge branch 'console-improvements' into 'master'
Console improvements

* Unused console backgrounds no longer take up memory
* Input cursor can now move left and right
* Support for selections (Shift-arrow keys, CTRL-A, etc)
* Clipboard support (CTRL-C to copy, CTRL-V to paste, CTRL-X to cut)
* Fixed handling of simultaneous modifier key presses

https://dl.dropboxusercontent.com/u/3518218/21/console.gif

None of this affects chat yet, that's not part of the console. I'll look at it later.

See merge request !133
2016-11-09 20:42:56 -05:00
Alam Ed Arias
93c9841360 move Windows zlib options out of PNG to ZLIB 2016-11-06 15:11:02 -05:00
Monster Iestyn
f97301b8b8 Merge branch 'master' into next 2016-11-06 17:59:35 +00:00
Monster Iestyn
0882dd79c0 Merge branch 'md2-limits-check-hotfix' into 'master'
MD2 limits check hotfix

Fixing slight mistake made in merge request !132 that someone else spotted, no real explanation needed

See merge request !134
2016-11-06 12:57:48 -05:00
Monster Iestyn
2dfb841c38 Correcting slight mistake I made 2016-11-06 17:50:04 +00:00
Monster Iestyn
7b9328781f Merge branch 'master' into next 2016-11-05 19:36:04 +00:00
Monster Iestyn
3bf19a004e Merge branch 'md2-limits-check' into 'master'
MD2 vertex/frame/triangle/etc limits checking

Fix for this bug: http://mb.srb2.org/showthread.php?t=42099

The model reading code didn't properly check if the model had too many vertices, so models with higher counts freely broke the game. This fix now stops that and prints an error message if that is the case.

However, it seems some models happily exceed other limits such as texcoords without problem (to my knowledge), so I've not bothered with checking those limits for now. Perhaps this could be a time to discuss if we need to change such limits again or not? Either way, one can easily uncomment my lines for checking texcoords/skins/triangles limits later if needed.

EDIT: I've allowed checking for triangle and frame limits too now, after some discussion.

See merge request !132
2016-11-05 15:20:39 -04:00
Monster Iestyn
8909b7c27b Change >= to >, I THINK having exactly 4096 vertices is safe? 2016-11-05 17:38:36 +00:00
Louis-Antoine
6f4699fb77 MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks. 2016-11-04 18:56:25 +01:00
Inuyasha
55400a262d go fuck yourself stupid compiler
...your guesses should not be treated as errors.
2016-11-04 02:02:26 -07:00
Inuyasha
010c52aed2 show highlight BG over ellipses if highlight extends offscreen
+ bug fixes
2016-11-03 19:36:43 -07:00
Inuyasha
bb92986aee Merge branch 'console-improvements' of http://git.magicalgirl.moe/STJr/SRB2 into console-improvements
# Conflicts:
#	src/sdl/i_system.c
2016-11-03 17:31:24 -07:00
Inuyasha
e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00