TehRealSalt
0543d8e0fa
Better menus
2018-06-14 20:18:29 -04:00
TehRealSalt
babc8be5da
Flags for only drawing an object on one person's screen, for juicy Boo splitscreen support
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(also more item changes from last night that I just forgot to commit earlier)
2018-06-06 18:36:39 -04:00
Sryder
be0e5fe627
Comment out calls to CV_SetValue for cv_analog
2018-03-12 03:18:45 +00:00
TehRealSalt
5ad82554db
Draw over the fourth screen *properly*
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Thanks Sryder, for suggesting V_NOSCALESTART
2017-12-18 22:17:16 -05:00
TehRealSalt
349b27e0de
Change splitscreen into UINT8, fix HUD slightly more
2017-12-18 20:59:04 -05:00
TehRealSalt
122eb82170
Merge remote-tracking branch 'refs/remotes/origin/battle' into quads
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# Conflicts:
# src/g_game.c
# src/k_kart.c
2017-12-18 01:02:53 -05:00
TehRealSalt
e7abd77299
Merge remote-tracking branch 'origin/quads' into quads
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# Conflicts:
# src/d_main.c
# src/r_draw.c
2017-12-17 22:32:12 -05:00
TehRealSalt
80f62a057d
SUCCESS
2017-12-17 22:27:26 -05:00
Wolfy
0305af3069
Merge branch 'quads' of http://git.magicalgirl.moe/wolfs/Kart into quads
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# Conflicts:
# src/d_main.c
2017-12-17 20:30:37 -06:00
Wolfy
32b9663202
more stuff
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nothing too special here
2017-12-17 20:23:11 -06:00
TehRealSalt
66a9a6bdd4
Fixed local sync fail, among a bunch of other splitscreen check fixes in other files
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I don't know how many of the changes in d_clisrv were really necessary,
I was just franticly trying to figure out the source of the local sync
fail
2017-12-17 14:17:07 -05:00
TehRealSalt
fc9d426660
More stuuuuff
2017-12-17 01:21:24 -05:00
TehRealSalt
0393e24fa6
A lot lol
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The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
2017-12-16 22:32:43 -05:00
Wolfy
fb976ab26c
more quad stuff
2017-12-11 00:12:38 -06:00
Monster Iestyn
be21588761
Merge branch 'master' into next
2017-01-03 16:06:50 +00:00
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
ff443251b1
P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
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Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
toasterbabe
be973d6990
expanded comment for future generations
2016-08-13 15:07:40 +01:00
toasterbabe
612575620b
Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
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(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.
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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
Monster Iestyn
4d0f0230de
Fix chasecam/awayviewmobj viewz offset to be consistent with non-skybox frame rendering
2016-07-17 17:36:37 +01:00
Monster Iestyn
29ea733ae5
Fix sprites in skyboxes not having clipping arrays actually set properly
2016-06-08 17:53:34 +01:00
Monster Iestyn
b4cf7fbc97
Fix player 1 and player 2 affecting whether the other can see skyboxes or not
2016-05-18 18:20:56 +01:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
ac3de70c93
Merge branch 'slope-fixes' into 'next'
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Slope fixes
This branch fixes the following slope-related physics and rendering bugs:
* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes
Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)
Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.
See merge request !50
2016-04-26 17:21:27 -04:00
Monster Iestyn
d53801c85c
Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled
2016-04-21 18:50:30 +01:00
Monster Iestyn
e05951e213
Merge branch 'next' into slope-fixes
2016-04-20 18:17:14 +01:00
Monster Iestyn
d47ccb0859
Merge branch 'next' into skybox-hotfix
2016-04-20 18:16:46 +01:00
Inuyasha
3117a6a16e
Splitscreen fixes
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initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Alam Ed Arias
d2241ce30a
Merge branch 'next' into skybox-hotfix
2016-03-31 21:42:59 -04:00
Monster Iestyn
099e25824f
First person view now should correctly take the skybox centerpoint's angle into account
2016-03-05 16:29:25 +00:00
Monster Iestyn
166fafd717
Fixed div-by-zero crash relating to portals, drawsegs and midtextures
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Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Monster Iestyn
9973bedd5f
Free the memory of all clipping arrays for each portal properly
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Not the actual fix I'm intending to make with this branch, but it's needed anyway
2016-02-05 16:38:33 +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
Yukita Mayako
2fb03a7cff
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
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Conflicts:
src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Monster Iestyn
6138845930
Removed all "-1"s from R_PointToAngle and R_PointToAngle2, in order to allow ALL basic compass directions at the least to be given the right angle by these functions.
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Note: Before this change, North and West directions would be returned as ANGLE_90-1 and ANGLE_180-1. This caused the pusher polyobjects in THZ2 to slowly move sideways as a side-effect (and probably caused similar bugs in the past too, these functions have barely been touched in a decade it turns out.)
2015-06-21 16:58:34 +01:00
RedEnchilada
779faaa93f
SLOPES IN SOFTWARE MOD EHOLY SHIT
2015-04-20 02:10:14 -05:00
MonsterIestyn
a797e88bb9
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
RedEnchilada
766f4c4acb
Render skybox from proper place for cutaway view
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(Disclaimer: I don't know C at all)
2014-04-15 12:39:23 -05:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Sryder13
dd16f58e38
OpenGL Skybox
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OpenGL skyboxes.
Slight change to sky vertical offsetting.
2014-03-20 20:13:15 +00:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00