Alam Ed Arias
d1aab2e418
gcc: clear uninitialized warnings in am_map.c
2016-05-27 14:22:02 -04:00
Alam Ed Arias
390927cc32
Makefile: compile debug build with -Og on GCC 4.8 and higher
2016-05-27 14:14:04 -04:00
Monster Iestyn
0081397920
OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved
2016-05-27 14:53:36 +01:00
Monster Iestyn
65d9c9e167
P_NetUnArchivePlayers doesn't like having "inline" either
2016-05-27 14:49:11 +01:00
Alam Ed Arias
869d582cc4
Makefile: ignore suggest=attribute for GCC 4.6 and up
2016-05-27 01:55:52 -04:00
Alam Ed Arias
20dcf138e2
hardware: let not break MSVC support
2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d
hardware: start the surf as clean
2016-05-27 01:19:16 -04:00
Alam Ed Arias
3297fe11ed
P_NetArchivePlayers() is too bad for inline
2016-05-26 23:39:08 -04:00
Alam Ed Arias
0079b4df64
Make: compile Release build will all the speed
2016-05-26 20:39:15 -04:00
Alam Ed Arias
8e32d978a1
Merge remote-tracking branch 'public/master'
2016-05-25 06:42:01 -04:00
Monster Iestyn
7c78b95a7d
This is probably the "correct" way to set maskedtextureheight
...
Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Monster Iestyn
ab6d4d7aec
Remove unused planefunction_t function typedef
...
(the number of unused things hiding around in SRB2's source code is silly lol)
2016-05-24 14:41:55 +01:00
Monster Iestyn
17346e29c3
Remove unused drawfunc_t function typedef
2016-05-24 14:38:31 +01:00
Alam Ed Arias
b96b999c1e
MSVC: Move x86/x64 settings into commons props
2016-05-22 21:55:55 -04:00
Alam Ed Arias
79f3d6e072
MSVC: Tidy up project files by hand
2016-05-22 11:54:32 -04:00
Alam Ed Arias
47ae39ea62
netplay: fix off by 1
2016-05-22 11:03:04 -04:00
Alam Ed Arias
f45feb77fc
MSVC: kill level 3 warnings
2016-05-22 00:44:12 -04:00
Alam Ed Arias
57091261d9
MSVC: fixed up MSVC project
2016-05-21 23:53:04 -04:00
Alam Ed Arias
9550f9626b
r_opengl.dll: UPX and static link libgcc
2016-05-20 17:36:46 -04:00
Alam Ed Arias
ff5587d1d5
Merge branch 'master' into next
2016-05-19 18:03:56 -04:00
Monster Iestyn
c846b0ab23
Aren't some of these things already added later in sdl/Makefiles.cfg?
...
* -lSDL2_mixer is already added to SDL_LDFLAGS by default, unless NOMIXER=1 is set
* -DSDLMAIN should also be added to OPTS by default for MINGW=1 builds, unless NOSDLMAIN=1 is set
2016-05-19 16:51:05 +01:00
Alam Ed Arias
e2a5783521
Merge branch 'master' into next
2016-05-19 01:39:45 -04:00
Alam Ed Arias
6aa1aeb838
build: include own copy of SDL2main
2016-05-18 22:25:06 -04:00
Alam Ed Arias
ef488d2b03
MSVC: link to SDL2main, then SDL2
2016-05-18 21:41:27 -04:00
Alam Ed Arias
7193df7f75
MSVC: turn off SAFESEH for SDL release builds
2016-05-18 21:28:53 -04:00
Alam Ed Arias
ab9f2ea831
MSVC: fixup Debug build linked
2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44
Merge branch 'master' into next
2016-05-18 20:07:27 -04:00
Alam Ed Arias
205d16e3af
added unsaved project changed
2016-05-18 20:05:24 -04:00
Alam Ed Arias
a4b0f89caf
MSVC: fixedup SDL2 build
2016-05-18 20:01:50 -04:00
Alam Ed Arias
bbf9f5adc8
Makefile: use built-in SDL2 and SDL2_mixer for Mingw32 and Mingw64
2016-05-18 16:54:55 -04:00
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
Monster Iestyn
1e50691e08
Remove extern for unused "oncontinuescreen" variable
2016-05-18 17:41:11 +01:00
Inuyasha
ab7af594d9
Merge branch 'nights-hotfix' into 'next'
...
NiGHTS hotfix
Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them
These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.
See merge request !71
2016-05-18 07:09:05 -04:00
Alam Ed Arias
5aa48cf7ca
fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX
2016-05-18 01:35:35 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
...
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
e3dac00aa9
If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
...
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn
ea1cac8e24
Fix NiGHTS drill constantly starting if you're moving sideways on ground
...
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
2016-05-15 22:09:22 +01:00
Monster Iestyn
89ce257248
Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
...
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
2016-05-14 23:57:56 +01:00
Monster Iestyn
f579a12d2c
Fix up more Lua error messages to be more meaningful (and work properly, in some cases)
2016-05-14 23:52:40 +01:00
Monster Iestyn
947e8c56ec
Removed redundant momx/momy assignment from NiGHTS movement code.
...
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Alam Ed Arias
dff64b854a
remove blank lines at EOF of new files
2016-05-13 00:12:51 -04:00
Inuyasha
a595f2369c
fix infinite bounce rings
2016-05-12 13:52:41 -07:00
Monster Iestyn
00516e5e9f
Update comment stating visplane_t size in bytes
2016-05-12 18:02:44 +01:00
Inuyasha
3235351b99
And now Lua yells at you for doing what I just fixed
2016-05-11 14:33:50 -07:00
Inuyasha
fbce35d27e
cast P_Random(Key/Range) PRNG calls to INT64 to preserve old behavior
...
(it's still technically "undefined" behavior anyway)
2016-05-11 13:54:40 -07:00
Alam Ed Arias
a529dca69f
SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it
2016-05-10 18:20:14 -04:00
Monster Iestyn
70a72baabc
Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way
2016-05-10 20:19:42 +01:00
Alam Ed Arias
d89890ff85
tables: slipts the loops tables into diff files
2016-05-10 10:54:59 -04:00
Alam Ed Arias
be0c062c5b
Precache: fix off by one, making the precache code write into memory it should not be touching
2016-05-09 20:10:14 -04:00
Inuyasha
a9be5ba867
fixed memory issues Alam running valgrind found
2016-05-08 20:34:43 -07:00