Commit graph

1601 commits

Author SHA1 Message Date
Alam Ed Arias
7f98c5c804 Build: do not error on fallthrough 2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d Build: kill GCC 7's format-overflow warnings 2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a Makefile: add support for GCC 7.1 and 7.2 2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f Makefile: support GCC 6.4 2017-09-28 09:04:36 -04:00
Alam Ed Arias
62264901e5 Merge branch 'master' into next 2017-09-20 17:18:58 -04:00
Monster Iestyn
829328637d Merge branch 'netcode-fixes-the-sequel' into 'next'
Netcode fixes the sequel

See merge request !207
2017-09-20 15:00:09 -04:00
Monster Iestyn
7f875131ee If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
Monster Iestyn
b040113246 Removed the wrong endif by mistake 2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0 SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore 2017-09-15 21:22:28 +01:00
Sryder13
f3a605de6b I need to stop leaving things commented out that are going 2017-09-15 18:03:06 +01:00
Monster Iestyn
5fb551dd75 Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files 2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269 Removed references to console ports and WinCE in sdl/Makefile.cfg 2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13 Fix includes for SDL 1.2-only ports' files 2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders 2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770 Fix for window being offcenter 2017-09-11 16:36:30 -04:00
Monster Iestyn
8514251ad5 fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files 2017-09-09 21:19:07 +01:00
Sryder13
db99537a6b Various Transparent Texture Fixes
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Sryder13
6877930ed9 Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly 2017-09-08 00:57:21 +01:00
Monster Iestyn
d565cc6a2c Merge branch 'master' into next 2017-09-04 20:16:06 +01:00
Monster Iestyn
50917d2ee2 P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly. 2017-08-30 19:21:23 +01:00
Monster Iestyn
9c4e2eeeef Merge branch 'next' into netcode-fixes-the-sequel 2017-08-23 19:17:25 +01:00
Monster Iestyn
36977a5eda SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
Monster Iestyn
821a1810f7 Moved lrounding of mouse motion events to the actual point an event is made
Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
Monster Iestyn
10cbe2c82b Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558 Merge all (relative) mouse motion events into one mouse event
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Yukita Mayako
720987367a Prevent cvar naming conflicts from pointing Lua to the wrong internal data. 2017-08-08 14:27:02 -05:00
Monster Iestyn
2d661fef18 Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0 SDL: y input is flipped 2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f Merge remote-tracking branch 'origin/master' into SDL2_RelMouse 2017-08-07 16:33:39 -04:00
Monster Iestyn
821692fbf7 This was my fault, whoops 2017-07-24 17:53:18 +01:00
Monster Iestyn
6e5cffba5b Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
Monster Iestyn
2350e94a9f Merge branch 'master' into next 2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85 Fix whitespace goofup of mine 2017-07-09 15:08:17 +01:00
Monster Iestyn
f0ffd691f4 Merge branch 'master' into next 2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1 Merge branch 'pwease_no_kicky' into 'master'
Pwease no kicky

Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.

This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.

See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233 Some more tweaks of my own:
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
e8df99c632 They didn't use V_HUDTRANS before and they probably shouldn't, my fault here 2017-07-05 22:30:18 +01:00
Monster Iestyn
815d10e15d Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8 Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level 2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff Also account for bans, pff. 2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab Don't kick Tails!
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
Monster Iestyn
298c1af045 Merge branch 'lua-archive-value-fix' into 'next'
Lua archive value fix

This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.

See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
c751971d57 Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6 Fix the springs jumping!
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Alam Ed Arias
1111282908 Merge branch 'master' into next 2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
OpenGL slope FOF lighting fix

This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P

See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
44f33e6732 Merge branch 'touching_fixes' into 'next'
Fixes with respect to sector special touching and slopes

Some important stuff.

* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.

Also, an experiment behind a #define which currently isn't turned on:

* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.

See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d Merge branch 'polyobject-seg-render-fix' into 'master'
Polyobject seg render fix

This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.

This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)

See merge request !195
2017-06-22 17:29:01 -04:00
Monster Iestyn
abf92e965c Merge branch 'ping-fix' into 'next'
Ping-related code fix

Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.

I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.

See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770 Merge branch 'ld414-invalid-sound-fix' into 'next'
Ld414 invalid sound fix

This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.

See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2 Fix PlayerSpawn hook not being called if the player is respawned at a starpost 2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b Scale should be fixed_t not UINT16!
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
318d5656b5 Keeping a total of thinkers saved/loaded and print the total in netplay devmode
Not a fix for anything, probably just useful for debugging
2017-06-12 17:55:15 +01:00
Monster Iestyn
02c098574c ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case 2017-06-10 17:09:08 +01:00
Monster Iestyn
bae55a3af4 Don't display "x set to y" messages twice in the debugfile for consvars with CV_SHOWMODIFONETIME/CV_SHOWMODIF
(can't think offhand when those flags are actually used, but oh well)
2017-06-10 16:36:52 +01:00
Monster Iestyn
b9828f78e8 Fix stupid lack of newline with this message 2017-06-09 23:22:27 +01:00
Monster Iestyn
12266e0f85 Set ack and ackreturn to 0 for local packets always
This won't really have any in-game effect, this is just so the debugfile doesn't display the ack values of the PREVIOUS sent/got packet
2017-06-09 23:15:41 +01:00
Monster Iestyn
1119ffab0f Merge branch 'master' into next 2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93 Fix invalid sfx numbers supplied to linedef type 414 crashing the game
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
Monster Iestyn
c3c85bb4d2 Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
Monster Iestyn
2e42c9621c Eck, potted another node/player confusion for clients reciving PT_PING 2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0 Merge the two NEWPING parts of NetUpdate into one block 2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d Fix confusion between nodes and players in ping updating code and PT_PING packet sending code 2017-06-01 19:01:57 +01:00
Alam Ed Arias
6847a89bc2 OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X 2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime 2017-05-29 22:52:51 -04:00
Monster Iestyn
f96844b262 Fix screenshots taken in OpenGL with 1366x768 being messed up
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
Yukita Mayako
9f3fda37b0 Merge branch 'next' into hotfix_thinkers.iterate 2017-05-28 15:07:20 -05:00
Alam Ed Arias
2223283208 Merge branch 'next' 2017-05-28 11:37:16 -04:00
Monster Iestyn
0536e1d862 Merge branch 'update-to-v2.1.19' into 'master'
Update to v2.1.19

It should says what on the tin.

See merge request !190
2017-05-27 20:24:45 -04:00
Yukita Mayako
e192c5be4d Merge branch 'next' into hotfix_thinkers.iterate 2017-05-27 15:45:13 -05:00
Monster Iestyn
806b101984 Merge branch 'master' into next 2017-05-27 20:10:48 +01:00
Monster Iestyn
7294e15ec6 Merge branch 'ignore-askinfoviams' into 'master'
Ignore askinfoviams

Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)

See merge request !191
2017-05-27 15:09:14 -04:00
Yukita Mayako
c44a935b04 Rewrote thinkers.iterate to handle invalid pointers elegantly. 2017-05-27 14:03:27 -05:00
Monster Iestyn
d20efa5a74 Entirely ignore PT_ASKINFOVIAMS packets, since it turns out it's not even sent by the MS anyway 2017-05-27 19:06:46 +01:00
Alam Ed Arias
877e9510f7 Update version number to v2.1.19 2017-05-26 21:38:49 -04:00
Alam Ed Arias
86a76a9766 Makefile: disable GETTEXT by default 2017-05-26 18:10:53 -04:00
Alam Ed Arias
0e0769d11a Merge branch 'master' into disable_gettext 2017-05-26 18:06:57 -04:00
Monster Iestyn
11d57fba1b Merge branch 'master' into next 2017-05-26 23:02:06 +01:00
Monster Iestyn
3928b75b7a Merge branch 'netcode-hotfix' into 'master'
Netcode hotfix

Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.

It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).

See merge request !185
2017-05-26 18:00:43 -04:00
Monster Iestyn
0bb4e76e73 Merge branch 'too_many_wads_in_netgames' into 'next'
A bunch of bugfixes about too many wads in netgames

Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.

Done into next because I might as well be 100% safe, even though this could probably work on master as well.

See merge request !187
2017-05-26 17:58:53 -04:00
Monster Iestyn
1699d8a05f Merge branch 'missiles_n_slopes' into 'next'
Missiles 'n slopes

Fixed that thing where missiles like sliding up slopes for some reason.

This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.

See merge request !181
2017-05-26 12:25:31 -04:00
toasterbabe
db2f8a50ba Make sure that the number of files you're trying to add is properly considered! 2017-05-26 16:16:10 +01:00
Monster Iestyn
4d1af86431 Cleanup part 2, make ye old 2.1.18 warning a debugfile only message, and make the node == -1 have its own debugfile only message too
Also get rid of a stray newline
2017-05-26 15:30:26 +01:00
Monster Iestyn
ab5835cd3b Remove cruft from my initial days of fumbling with this branch
textcmd[0] for PT_NODETIMEOUT can't hold anything < 0 anyway, and you'd probably have to really try to get >= MAXNETNODES
2017-05-26 15:26:00 +01:00
Monster Iestyn
e09270276e Display node's IP when printing the "sending file to node n" message, if noticedownload is turned on 2017-05-26 14:38:59 +01:00
Monster Iestyn
569af9f4c1 I am dumb, SV_AbortSendFiles already does what SV_RemoveFileSendList was made to do 2017-05-26 14:19:18 +01:00
Monster Iestyn
7979f84e25 whoops 2017-05-26 13:58:34 +01:00
Monster Iestyn
aecc97ded3 PT_REQUESTFILE checking:
* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea

Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
2017-05-26 13:39:54 +01:00
Monster Iestyn
437780d503 Add missing break for MT_EGGCAPSULE's switch case in P_SpawnMobj (sorry!) 2017-05-25 18:40:48 +01:00
Monster Iestyn
a23e9bc32b Fix size_t printing 2017-05-25 18:10:20 +01:00
Monster Iestyn
58236af6f7 Tweak to D_MapChange: if you failed to start a server, DON'T send a map change command 2017-05-25 16:55:59 +01:00
toasterbabe
47e171250f * Prevent joining a server if you have too many files loaded to add the remainder.
* Made the check in Got_RequestAddfilecmd more comprehensive, since I might as well. Just something to tweak a little later in internal.
2017-05-25 16:06:39 +01:00
toasterbabe
5c302d7ffc Partial implementation of fix for Got_RequestAddfilecmd (the other half - the limitation on the size of the filesneeded section of the serverinfo packet - will be applied in internal.) 2017-05-25 15:34:21 +01:00
toasterbabe
2aa1215716 Fix a thing where the host adds a WAD and you have too many WADs loaded to add it. 2017-05-25 15:22:32 +01:00
Monster Iestyn
c92aaa74a4 I think PT_CLIENT2MIS was meant to do this too, probably 2017-05-23 18:46:34 +01:00
Monster Iestyn
7147e0fcaf Improve previous PT_TEXTCMD/PT_TEXTCMD2 check, add another one to ignore zero size textcmds! 2017-05-23 17:35:32 +01:00
Monster Iestyn
0b0b738a6f Don't allow non-servers to receive PT_RESYNCHGET 2017-05-23 16:34:56 +01:00
Monster Iestyn
ff1cc07a1d Implemented toaster's suggestion to make a macro here 2017-05-23 16:29:09 +01:00
Monster Iestyn
9e3bdc5ee2 Prevent bad PT_TEXTCMD/PT_TEXTCMD2 textcmd[0] sizes? 2017-05-23 16:13:42 +01:00
Monster Iestyn
fdfd6e1c0b Whoops don't do that for PT_REQUESTFILE 2017-05-22 22:20:08 +01:00
Monster Iestyn
c70839334e Added a bunch of missing checks to prevent non-server players from sending other non-server players stuff 2017-05-22 22:17:51 +01:00
Monster Iestyn
3784d765e4 Remove extra whitespace I added 2017-05-22 20:47:38 +01:00
Monster Iestyn
28444c12dd Some more things I overlooked in this fix 2017-05-22 16:54:39 +01:00
Monster Iestyn
247ed56e17 Don't allow nonsense PT_ASKINFOVIAMS packets, nor any at all if offline 2017-05-22 16:44:50 +01:00
Monster Iestyn
6062223eb5 Merge branch 'master' into next 2017-05-22 13:23:46 +01:00
Monster Iestyn
5aeb4b5919 Revert "Loop through rebound packets until you found a good one or ran out of them"
On second thought, this was probably unnecessary anyway.

This reverts commit 1078a642df.
2017-05-20 21:29:05 +01:00
Monster Iestyn
284e539c66 Don't bail out in Y_StartIntermission in dedicated mode, this causes the game not to add on score bonuses for players from the server's view of things! 2017-05-19 16:31:23 +01:00
Monster Iestyn
1078a642df Loop through rebound packets until you found a good one or ran out of them 2017-05-19 11:52:50 +01:00
Monster Iestyn
5a1fc6098e Attempts to prevent stupid stuff from happening 2017-05-19 11:25:28 +01:00
Monster Iestyn
1781ccf4ca Merge branch 'master' into next 2017-05-17 16:16:50 +01:00
Monster Iestyn
17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn
87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn
a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn
4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn
d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn
093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn
f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn
222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe
bdcd9125d2 Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
Monster Iestyn
b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn
55fd0aba91 Merge branch 'master' into next 2017-05-11 20:47:12 +01:00
Monster Iestyn
96c63bf95b Whoops forgot this bit too 2017-05-09 20:17:46 +01:00
Monster Iestyn
8582406dd2 prevent invalid nodes from crashing Net_CloseConnection, print a warning and return instead 2017-05-09 15:13:19 -04:00
Monster Iestyn
41130465b4 Use NF instead of normal P_SetMobjState to prevent endless looping 2017-05-07 22:21:17 +01:00
Monster Iestyn
18fa73ba05 Merge branch 'admin-ban-fix' into 'next'
Admin ban fix

Okay, THIS time admin bans should work properly. Turns out the relevant code for banning did not properly consider the case of admins doing the banning, at least until now.

Unlike my last attempt at fixing admin bans (!165), this one would require both host and admin to have the fix exe assuming everyone else would be using 2.1.17, so I'm merging to next instead of master.

See merge request !167
2017-04-30 21:05:07 -04:00
Monster Iestyn
0dabef730d Merge branch 'allowteamchange-fix' into 'next'
Allowteamchange fix

Fixes "allowteamchange no" to actually work properly and NOT desync you from the game in most cases. You can now switch TO spectator freely (as intended it turns out), and switching FROM spectator is prohibited. The "Enter Game" menu option in Match/Tag now displays one of those blue window notices just like with "Change Teams" in CTF/Team Match if you cannot change teams right now. Everything else works as you'd expect.

The de-sync issue was originally reported here https://mb.srb2.org/showthread.php?p=789965#85

See merge request !168
2017-04-30 21:04:07 -04:00
Monster Iestyn
058ad4df88 Merge branch 'master' into next 2017-04-26 16:15:40 +01:00
Monster Iestyn
c16ae57f91 Merge branch 'addfile-directories-fix' into 'next'
Addfile directories fix

This is a fix for this bug: https://mb.srb2.org/showthread.php?t=42279

See merge request !166
2017-04-24 20:46:38 -04:00
Monster Iestyn
e03577d957 Merge branch 'falling-rocks-fix' into 'next'
Falling rocks fix

This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963)

See merge request !162
2017-04-24 20:41:32 -04:00
Monster Iestyn
7f7c7c58ab Use less-than, not less-than-or-equals, since deststop is off-screen 2017-04-24 17:41:50 +01:00
Inuyasha
5e4f960f3a fixed drawfill to be more consistent w/ other functions
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Monster Iestyn
81c3d6820e Merge branch 'commandline_skinselect' into 'next'
Command-line skin selecting fix

Fixed http://mb.srb2.org/showthread.php?t=42312.

Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.

See merge request !158
2017-04-04 16:49:55 -04:00
Alam Ed Arias
4fa188cf01 build: fix 64-bit builds 2017-04-01 17:22:24 -04:00
Monster Iestyn
bf29b5c6d1 Print warning message in console if line->next is NULL 2017-04-01 20:16:48 +01:00
Alam Ed Arias
8f25dc62cc Merge branch 'master' into next 2017-03-30 08:11:26 -04:00
Alam Ed Arias
4c992845e7 Merge branch 'next' into allowteamchange-fix 2017-03-29 17:03:03 -04:00
Alam Ed Arias
70677817bb Merge branch 'next' into admin-ban-fix 2017-03-29 17:01:47 -04:00
Alam Ed Arias
114d295f89 Merge branch 'next' into addfile-directories-fix 2017-03-29 17:00:42 -04:00
Alam Ed Arias
0ffc0f1974 Merge branch 'next' into falling-rocks-fix 2017-03-29 16:59:30 -04:00
Alam Ed Arias
74db3b51ac Merge branch 'next' into commandline_skinselect 2017-03-29 16:58:19 -04:00
Alam Ed Arias
108b0c2732 Merge branch 'master' into disable_gettext 2017-03-29 16:56:44 -04:00
Alam Ed Arias
5feccaad2a Merge branch 'next' into touching_fixes 2017-03-29 16:55:06 -04:00
Monster Iestyn
48777e60ed check i not add, silly 2017-03-29 21:27:44 +01:00
Alam Ed Arias
8f4f8c6e77 Merge branch 'master' into next 2017-03-24 00:14:14 -04:00
Alam Ed Arias
59d91e0793 build: r_bsp.c:213:23: warning: inlining failed in call to 'R_DoorClosed': call is unlikely and code size would grow [-Winline] 2017-03-23 23:13:31 -04:00
Alam Arias
7d25ab361a Merge branch 'next' into allowteamchange-fix 2017-03-12 21:50:31 -04:00
Alam Ed Arias
cb98c2d972 Merge branch 'master' into next 2017-03-12 21:34:19 -04:00
Alam Ed Arias
4e8972cd24 build: no warning or error about logical-ip or tautological-compare 2017-03-12 21:16:37 -04:00
Alam Ed Arias
9cac1e9e62 build: fixup WFALGS/WFLAGS mistake 2017-03-12 21:09:06 -04:00
Alam Ed Arias
81fe46213d build: do not overwrite the -Wno-error switchs 2017-03-12 20:51:45 -04:00
Alam Ed Arias
42ecca817d build: disable tautological-compare and logical-op 2017-03-12 20:43:35 -04:00
Alam Ed Arias
b01d5da60f build: fixup GCC54 endif 2017-03-12 20:23:30 -04:00
Alam Ed Arias
e0b2a4a779 build: add suport for GCC 6.3 2017-03-12 17:45:18 -04:00
Alam Ed Arias
2823c7bffb build: fixup warnings from GCC 6.2.1 2017-03-12 17:23:56 -04:00
Monster Iestyn
0f014fe20a Merge branch 'master' into next 2017-03-04 17:16:33 +00:00
Monster Iestyn
b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
Monster Iestyn
c43b41815f Make "Enter Game" option use the big blue window notice if you cannot switch teams, instead of falling back on changeteam's own console notice 2017-03-02 14:28:52 +00:00
Monster Iestyn
b837d5b23d Fix teamchange/teamchange2 to block changing FROM spectator rather than changing TO spectator
This way they're consistent with Got_Teamchange, which is the cause of the "illegal team change" desyncs
2017-03-02 14:25:46 +00:00
Monster Iestyn
6efb15c6e8 Fix Ban_Add usage for NONET 2017-02-20 21:36:05 +00:00
Monster Iestyn
7424df8180 Make sure I_Ban and Ban_Add are only used by the server
Also make sure the server actually uses Ban_Add if an admin banned someone
2017-02-20 19:58:29 +00:00
Monster Iestyn
84727f4205 Created W_OpenWadFile for opening WAD files with the path correction code.
This is used by Command_Addfile in the MD5 calculation code, so that it can search subfolders properly and allow addfile in netgames to treat them the same way as in SP
2017-02-16 21:55:17 +00:00
Monster Iestyn
8a421a05d9 admin bans with custom ban messages should now be recognised by the server properly 2017-02-10 20:31:58 +00:00
Monster Iestyn
f9b41898a9 Don't allow skipping stats in record attack/nights attack 2017-02-05 22:04:29 +00:00
Monster Iestyn
dc249c6cd5 D_ModifierKeyResponder now checks for ev_console as a "key down" event
console window uses ev_keyup too so don't worry about turning off
2017-02-04 23:26:37 +00:00
Monster Iestyn
9a2b7b2091 Better plan, use ?: for deciding between floorz/ceiling checks based on gravity 2017-02-03 20:13:16 +00:00
Monster Iestyn
659a62db88 Make sure rocks spawned by the rock spawners despawn when they're on the floor and not moving 2017-02-03 18:47:20 +00:00
Monster Iestyn
72bd3e28ed Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn
3212ee0b0f Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
toasterbabe
d2d88a919b * Allowing for changing skins on command line startup again.
* Fixing an inconsistency with being able to change skin colours when you shouldn't be able to, much like the previous skin change issue that was fixed.
2017-01-26 12:47:47 +00:00
Alam Ed Arias
a29ced725d Merge branch 'master' into next 2017-01-16 16:41:38 -05:00
Alam Ed Arias
628d1c4dab DD: Mingw 3.4.5 build fix 2017-01-16 16:40:16 -05:00
toasterbabe
19cd010091 Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions. 2017-01-16 17:52:06 +00:00
Inuyasha
3169b538be Hey! If you change this, add 1 to the MODVERSION below!
Otherwise we can't force updates!
2017-01-15 16:34:30 -08:00
Monster Iestyn
ba3f001a09 I dun goofed, THIS is why FuriousFox disappears like that 2017-01-15 22:24:38 +00:00
Monster Iestyn
4ac709141a Added LJSonic to credits, altered how my own name + nick is shown in credits 2017-01-15 19:23:25 +00:00
Monster Iestyn
e59fb38802 Update version number 2017-01-15 18:49:33 +00:00
Monster Iestyn
691d368434 if this is what caused resynching to randomly turn some people spectators then welp 2017-01-15 18:36:38 +00:00
Monster Iestyn
c0fb3fce73 Merge branch 'master' into next 2017-01-14 19:23:31 +00:00
Louis-Antoine
4a4f0ea7ee Merge branch 'netcode-shit' of https://github.com/LJSonik/SRB2 into netcode-shit 2017-01-14 19:26:31 +01:00
Louis-Antoine
8298ed3559 DEBUGMODE -> _DEBUG =) 2017-01-14 19:24:22 +01:00
Alam Arias
6611b01635 Merge branch 'master' into netcode-shit 2017-01-13 20:48:42 -05:00
Louis-Antoine
b8b720088e Oh? a cookie on the ground
*takes the cookie*
2017-01-13 23:10:00 +01:00
Louis-Antoine
490778cdab Why does DD exist 2017-01-13 22:34:16 +01:00
Louis-Antoine
da06b9417a Merge branch 'netcode-shit' of https://github.com/LJSonik/SRB2 into netcode-shit 2017-01-13 22:02:06 +01:00
Louis-Antoine
7cca60a027 Merge branch 'master' into netcode-shit 2017-01-13 21:48:24 +01:00
Louis-Antoine
005485cf9c Fixed a warning 2017-01-13 21:30:30 +01:00
Louis-Antoine
e9cb6d0331 -Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
2017-01-13 20:53:52 +01:00
Alam Ed Arias
e7a1c81355 Merge branch 'cmake_nasm' into 'master'
CMake: Fix nasm Linux builds

When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files.
This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile.

After this change, binaries are successfully compiled with either nasm or yasm on Linux systems.
Tested on Ubuntu.

See merge request !153
2017-01-12 17:21:05 -05:00
Alam Arias
456f5cf6e8 Merge branch 'next' into patch-1 2017-01-11 15:50:54 -05:00
Tasos Sahanidis
5216da13f0 Don't check if SRB2_ASM_FLAGS is defined and add docstring for the assembler 2017-01-11 21:52:14 +02:00
Monster Iestyn
e727fea427 Merge branch 'master' into next 2017-01-11 19:40:51 +00:00
Monster Iestyn
b1168b1728 Merge branch 'CMake-inline_ASM' into 'master'
CMake: split inline ASM code from vid_copy.s code

See merge request !151
2017-01-11 11:37:21 -05:00
frozenLake
d865877ca2 Merge branch 'next' into patch-1 2017-01-11 10:49:37 -05:00
Tasos Sahanidis
0f52606953 Pass -DLINUX to n/yasm 2017-01-11 03:16:48 +02:00
frozenLake
e3b94c04fd Added transmaps to non modifying lump list. 2017-01-08 18:13:46 -06:00
Alam Ed Arias
55925cabe8 win32: fixup printf warnings 2017-01-08 14:06:30 -05:00
Alam Ed Arias
fca88d2e98 Mingw: disable GetText support 2017-01-08 13:54:52 -05:00
Monster Iestyn
87dc33a78d Merge branch 'master' into next 2017-01-08 15:59:34 +00:00
Inuyasha
cdc9bf3a60 Merge branch 'cb_update' into 'master'
Update Code::Block project

See merge request !145
2017-01-08 10:32:22 -05:00
Monster Iestyn
22020dda03 Merge branch 'savegame-hotfixes' into 'next'
Savegame hotfixes

Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes?

Anyway, fixes included in by this branch:
* ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay)
* Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc
* Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway)

See merge request !150
2017-01-07 18:32:07 -05:00
Monster Iestyn
ad30c41179 Fix egg guard shields being endlessly killed by lasers. Simply make sure they have health first before killing them! 2017-01-07 18:02:55 +00:00
Monster Iestyn
45fdfd9f37 Merge branch 'eggscalibur_fixes' into 'next'
One Eggscalibur fix

Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.

See merge request !148
2017-01-07 10:47:02 -05:00
Monster Iestyn
cd0ec0881d Merge branch 'plane-fixes' into 'next'
Software plane rendering fixes/cleanup

This is mostly cleanup, with the exception that polyobject planes should now behave somewhat better than they do in 2.1 currently (translucent polyobj planes should now always be actually translucent regardless of where you view them from, for instance). I can't claim I've fixed their rendering once and for all though, there may still be bugs for all I know...

See merge request !136
2017-01-06 21:19:09 -05:00
Monster Iestyn
c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00
Alam Ed Arias
0b572b6eee CMake: split inline AMS code from vid_copy.s code 2017-01-06 15:48:19 -05:00
Monster Iestyn
5e12f3497a Merge branch 'flat-changing-hotfix' into 'next'
Flat changing hotfix

This should fix how Lua scripts that change flats in levels, particularly to flats that don't already exist in the level, cause SRB2 to crash for anyone who joins a netgame afterwards. (I'm not sure if it's a consistent thing or not though)

Probably needs a good test to verify the issue is completely fixed before being merged in. Maybe there are other minor things I didn't account for in this fix? I don't know!

See merge request !141
2017-01-05 19:46:44 -05:00
Monster Iestyn
f2a58a74ef Stupid me 2017-01-03 22:48:06 +00:00
Monster Iestyn
4d8ca41e65 Fix player colors mysteriously turning red if a resynch occurs outside of CTF/Team Match. Not technically a $$$.sav fix, but still netplay related of course
At least, I assume this is how it's happening for some, I haven't been able to get the full info since WHERE IS EVERYBODY?
2017-01-03 22:43:46 +00:00
Monster Iestyn
b768c4b961 Sync sector tags and tag list variables properly
Dunno who thought it was a good idea to lump tag, nexttag and firsttag together in $$$.sav, but that meant changing sector tags caused SRB2 to stop responding since it lead to the tag lists being broken
2017-01-03 20:48:39 +00:00
Monster Iestyn
a0d095e707 Fix sector floordata/ceilingdata/lightingdata pointers not being NULL when they should be
This fixes ERCZ's lava falls not moving after joining a netgame at that stage. Possibly explains other various floor/ceiling related netgame quirks that haven't been noticed until now, maybe even in multiplayer levels.
2017-01-03 18:47:46 +00:00
Monster Iestyn
be21588761 Merge branch 'master' into next 2017-01-03 16:06:50 +00:00
Monster Iestyn
5400707aa7 Merge branch 'remove-secplanes' into 'master'
Remove secplanes

This is just removing SSNTails's old port of ZDoom's secplane code and math, from back when he attempted slopes himself. The slopes we've had since 2.1.15 however do not need these, so we can pretty much toss the code for them out now (nothing uses them anyway).

See merge request !149
2017-01-03 11:05:13 -05:00
Logan-A
eb8f608fd7 Merge branch 'master' into netcode-shit 2017-01-02 15:18:28 -05:00
Monster Iestyn
d5803160dd Remove all traces of SSN's old port of ZDoom's secplanes for slopes, since our slopes do not need them 2017-01-02 19:12:09 +00:00
toasterbabe
a4fe3580e2 Forgot to commit this compiling fix. 2017-01-02 19:07:20 +00:00
toasterbabe
eb22f347f3 Made Eggscalibur use mobj->watertop instead of mobj->spawnpoint->z because that's not netgame-safe.
CEZ3 STILL has some ridiculous inconsistencies, but this is one less to worry about.
2017-01-02 19:04:33 +00:00
Louis-Antoine
04747ff79e Fixed a memory leak on client side 2017-01-02 20:02:49 +01:00
Monster Iestyn
c1392cee25 Merge branch 'master' into next 2017-01-02 18:09:23 +00:00
Monster Iestyn
6d07c6baab Merge branch 'fixedrounding-hotfix' into 'next'
FixedRounding hotfix

Fix the FixedFloor, FixedTrunc, FixedCeil, and FixedRound functions.

See merge request !142
2017-01-02 13:05:30 -05:00
toasterbabe
ebd436bf2f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes 2017-01-02 17:58:47 +00:00
Louis-Antoine
478da43660 Cooked another cookie 2017-01-01 23:52:27 +01:00
Louis-Antoine
4373afcdb2 Cooked a cookie 2017-01-01 23:27:06 +01:00
Louis-Antoine
b347b818e7 -Fixed broken net commands, thus fixing (or at least greatly improving) chat/commands/joins/leaves and possibly other annoying bugs
-Updated packet name list so the debug file no longer shows garbage packet names
-Replaced byte values with actual net command names in the debug file. Only the first net command in a packet will be shown though
-Added a MOBJCONSISTANCY define that makes the game takes all revelant mobjs to be counted in the synch seed
-Added a PACKETDROP define that adds two console commands "drop" and "droprate" to simulate bad internet by dropping packets
-Added/changed comments here in there in the netcode
-Fixed a minor error that would ignore one of the urgent ack slots
-Added a space between the map name and "zone" for the messages shown in a joiner's console
2017-01-01 23:07:34 +01:00
Monster Iestyn
0e6e52eabe Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly
This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
2017-01-01 17:03:13 +00:00
Monster Iestyn
6ca806a8c0 Fix FOF lighting being stupid with repeating midtextures. 2016-12-31 20:44:16 +00:00
Louis-Antoine
d4f153d3ca Random changes in the netcode lol 2016-12-31 19:26:33 +01:00
Inuyasha
8fb9a3b3d5 Ignore modifier keys in chat
(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
Inuyasha
f4b0591174 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-12-22 17:44:28 -08:00
Alam Ed Arias
97f87827f4 hardware: init undef vars in HWR_SortVisSprites 2016-12-22 19:42:00 -05:00
Alam Ed Arias
fca398ae4d Win32 Debugger: no need for Win32 interface code for SDL 2016-12-22 19:40:02 -05:00
Alam Ed Arias
1c16a4e670 m_aatree: add newline 2016-12-22 19:39:37 -05:00
Alam Ed Arias
fc9a86f6d2 Mingw: fixup unsigned/signed compare 2016-12-22 19:39:14 -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
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
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
toasterbabe
77399b8fb9 * Disabled #define SECTORSPECIALSAFTERTHINK. This did not need to be done in next, since it could have subtle consequences which we'd rather not deal with in the hyperextended patch cycle as-is.
* Removed the adding of SF_TRIGGERSPECIAL_TOUCH for sectors with slopes in them. Too many undesired consequences, I'll handle them another way.
2016-12-06 21:49:59 +00:00