Commit graph

434 commits

Author SHA1 Message Date
Alam Ed Arias
8f8fbf0ccf Merge branch 'spring-fixes' into 'next'
Spring fixes

Remember how a while back I fixed things like being stuck under a spring after jumping from below? Or how you could touch multiple springs at the same time and subsequently cause a loud racket? I accidentally broke something else in the process it turns out! (this sounds familiar...)

Namely, diagonal springs can't send you to their centers anymore, because of several changes I made to player-spring collision towards the other issues. This branch fixes that particular issue, while making sure none of the old bugs were broken again. Took a lot of testing to make sure of this.

As a bonus, the P_DoSpring function returns a boolean now, which can be used by Lua for whatever: true = you touched spring; false = you didn't

See merge request !20
2015-08-14 18:09:44 -04:00
Monster Iestyn
fa935be129 Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not) 2015-07-28 19:28:51 +01:00
Alam Ed Arias
ac5c8f10e9 Merge remote-tracking branch 'public/lua-32bit-changes' into next
Conflicts:
	src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Alam Ed Arias
c423547173 Merge branch 'super-sparks-scaling' into next 2015-06-18 10:18:09 -04:00
Wolfy
48d759123d Have super sparks scale with the player
Fixes https://mb.srb2.org/showthread.php?t=40279

Should work fine, but do keep in mind that this fix is untested.
2015-06-18 10:17:56 -04:00
Alam Ed Arias
c4ac9643ad Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements

At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.

The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.

See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias
904c3c227b Merge branch 'trigonometry-fix' into 'next'
finesine table

I pasted in finesine from #11 and made a merge request.

This has been lightly tested to ensure the renderer doesn't immediately break. No ill effects have been observed so far.

See merge request !17
2015-06-18 10:09:04 -04:00
Alam Ed Arias
b2e330d64c Merge branch 'idk-what-to-call-this-branch' into 'next'
A_SetObjectFlags tweak

Only reset the sector/blockmap links on an object calling A_SetObjectFlags if the MF_NOSECTOR|MF_NOBLOCKMAP flags change. Fixes a freeze related to LD442 demonstrated in MascaraSnake's example WAD at https://dl.dropboxusercontent.com/u/27962790/statetest.wad .

See merge request !11
2015-06-18 10:06:46 -04:00
Alam Ed Arias
f0054be951 whitespace fixup 2015-06-18 10:05:51 -04:00
Alam Ed Arias
a03fc205b4 Merge branch 'hotfix-pltz' into 'next'
Re-add/fix broken platform momz mobj code.

The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.

Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)

See merge request !14
2015-06-18 10:04:54 -04:00
Alam Ed Arias
f7747f43ba Merge branch 'misc-fixes-tomerge' into 'next'
Miscellanous fixes to merge

These are the commits from the "miscellanous-fixes" branch that are okay to merge in.

Bugs fixed include the following:
* CTF flags respawning incorrectly: they cannot z position themselves correctly, and they cannot flip themselves.
* The weird "jumping" spring/monitor effect: this is the result of an internal mobj_t pointer (tmfloorthing, specifically) not resetting itself to NULL for the next object's thinker, resulting in Z movement code thrusting the object vertically at tmfloorthing->momz.

See merge request !18
2015-06-18 09:51:59 -04:00
Alam Arias
9422ca4427 Merge pull request #44 from STJrInuyasha/patch-1
Make sure "word" in readlevelheader gets reset
2015-06-17 11:01:43 -04:00
STJrInuyasha
45515df790 Make sure "word" in readlevelheader gets reset
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580

(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
2015-06-13 15:56:28 -07:00
Yukita Mayako
0af32ee2fa Move garbage collection out of Lua hooks.
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
Yukita Mayako
c139e93fe6 Applied new finesine table.
finesine[0] == 0 now. This naturally fixes a bunch of math fudging.
No ill effects have been observed so far.
2015-06-10 12:07:08 -04:00
Yukita Mayako
06b82d172b lua_pushfstring only allows %d not %x
Stupid JTE.
2015-06-10 11:06:56 -04:00
Yukita Mayako
6ac5013802 Only push userdata to the stack when needed!!
Dummy, what do you think you're doing? If you
just push mobjs and players into Lua all willy-
nilly everywhere, you'll wind up generating
tons of metatables and stuff you arne't even
gonna use!

Oh. Thanks me, I'm really smart.
2015-06-10 08:06:16 -04:00
Yukita Mayako
120c9c5ad5 Change int32_t to __int32 on MSC.
I can't just say screw it and include the full
doomtype.h here (windows.h conflict?) so a
small hack here will have to do. :I
2015-06-10 07:41:44 -04:00
Yukita Mayako
ecdf3412c0 Rewrote the entirety of lua_hooklib.c
This _should_ solve some significant performance
issues Lua experiences. If not, I will be very
upset for having wasted so much time and effort.

There will be bugs, this kind of thing needs to
be thuroughly tested and this is just the first
iteration of it.
2015-06-10 07:28:09 -04:00
Yukita Mayako
36cf4c1bd2 Fix comma error. 2015-06-09 19:53:35 -04:00
Yukita Mayako
fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
9a9025b1ee Remove pmomz from players who are on ground.
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Monster Iestyn
b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako
a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn
c6ade27b6a Fixes to CTF flag respawning, particularly reverse gravity and z-positioning. 2015-05-29 14:59:13 +01:00
Yukita Mayako
213a0caa23 Hotfix amendment
Also gain velocity from walking off an "up" elevator normally?

This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
JTE
f783df718c Reset tmthing after P_CheckSector calls from Lua
tmthing must not be set outside of P_MapStart and P_MapEnd
or the game will fail a sanity check which ensures that
mobj references are not persistent across frames and crash.
2015-05-22 01:51:40 -04:00
JTE
c91cd3860b Revert "Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd."
This reverts commit 6ee50e803b.
2015-05-22 01:46:59 -04:00
JTE
6ee50e803b Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd.
This fixes a crash if a script tries to use a MapLoad hook
to immediately edit the map in some way the moment it
finishes loading.
2015-05-21 19:55:22 -04:00
JTE
dfa8ac7ccb Added sidedef texture and offset manipulation to Lua. 2015-05-21 19:05:17 -04:00
JTE
ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
JTE
9d36cf37bd Removed EvalMath from base Lua.
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce ALL7EMERALDS is a boolean you idiot, not an integer. 2015-05-20 17:29:32 -04:00
RedEnchilada
ddd66b9eff Make A_SetObjectFlags only reset sector/bmap links if needed 2015-04-17 12:10:40 -05:00
Furyhunter
f7c463418e Merge branch 'actual-blockmap-fix' into 'next'
Actual blockmap fix

MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).

See merge request !10
2015-04-14 20:22:25 -04:00
Furyhunter
420c90fb48 Merge branch 'serverfix' into 'next'
Re-fix the server global variable in Lua

I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.

See merge request !9
2015-04-14 20:14:17 -04:00
Furyhunter
63089c885e Merge branch 'polyobject-more-fixes' into 'next'
Polyobject more fixes

Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.

See merge request !8
2015-04-14 20:13:16 -04:00
Furyhunter
3d59e337ac Merge branch 'polyobject-scroll-hotfix' into 'next'
Polyobject scroll hotfix

Things fixed:

* Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
* The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)

See merge request !6
2015-04-14 20:10:07 -04:00
RedEnchilada
d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps 2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929 Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
Wolfy
55bfb4ffe8 Re-fix the server global variable in Lua 2015-04-08 13:46:30 -04:00
RedEnchilada
210279625a Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences 2015-04-06 11:23:08 -05:00
RedEnchilada
1078be3c30 Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks 2015-04-06 11:22:27 -05:00
JTE
4f06650a1e Removed the small velocity boost you get for surfacing from goo.
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
JTE
4016d15f7b Adjusted platform-creating velocity of goo water.
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b Making RotateThings a bit nicer?? 2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb Replace the old spinny polyobject player drifty hack thing with a new one that actually works 2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb Make polyobjects carry the same objects as conveyors for consistency 2015-04-01 17:39:20 -05:00