ZTsukei
879389c379
Fresh readme.txt
2016-01-24 22:00:28 -05:00
Inuyasha
732c1a87f1
Merge branch 'texture-anims-fix' into 'next'
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Texture anims fix
See issue #20
See merge request !34
2016-01-24 06:32:52 -05:00
Nipples the Enchilada
2639bf4c0b
Add liolib.c to CMakeLists
2016-01-23 23:29:27 -06:00
Monster Iestyn
80fb282334
Fixed math for calculating current texture in texture animations
2016-01-23 18:59:17 +00:00
wolfy852
591b803566
Limit file write size to 1MB
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If the total file size is above 1MB after writing, discard all changes.
2016-01-22 21:45:48 -06:00
Alam Ed Arias
181c875016
SDL: config.h.in is pre source tree, config.h for each cmake build
2016-01-22 17:25:19 -05:00
wolfy852
e274946528
Call I_mkdir on subdirectories [NEEDS CLEANUP]
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I got lazy and used a weird inefficient method, but I don't know how to clean this mess up :c At least it works.
2016-01-22 00:46:32 -06:00
Inuyasha
4df951224b
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next
2016-01-21 14:51:33 -08:00
Inuyasha
6af27212c5
Merge branch 'mapinfo-hotfix' into 'next'
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Mapinfo hotfix
Fixes Inu's fix to map headers for Lua from the other day, one small compiling warning got missed somehow. =V
See merge request !33
2016-01-21 17:45:06 -05:00
Monster Iestyn
674ff51153
Fix shadowing in mapheaderinfo_get
2016-01-21 20:27:35 +00:00
Monster Iestyn
ccb0abb853
Diagonal ring springs should now be able to face any angle
2016-01-21 20:19:43 +00:00
Alam Ed Arias
c33d20acff
whitespace cleanup
2016-01-21 13:50:05 -05:00
wolfy852
5579fb5240
Limit file creation/manipulation to luafiles subfolder
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Also block % in filename strings
2016-01-20 22:35:53 -06:00
wolfy852
de03db99e7
Block possible methods of accessing folders outside of SRB2
2016-01-20 21:31:00 -06:00
wolfy852
569f7d15d1
Efficiency improvement in whitelist check
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Thanks Inu!
2016-01-20 16:59:55 -06:00
Inuyasha
9d5718760d
interscreen is a lump name and thus needs lstring
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... not just lstring though, but the behavior with i that is used elsewhere.
2016-01-20 09:42:35 -08:00
Inuyasha
7d6dc3a5bb
fix bad lstring usage in map header lua
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This is not how you use pushlstring! This is actually sending uninitialized memory to Lua, which is making scripts have inconsistent results (duh?)
c/o JTE: "Tell Red they're a doofus."
2016-01-20 09:25:28 -08:00
Monster Iestyn
5abdb08a25
#sector.lines now returns the number of linedefs in the sector
2016-01-20 16:03:17 +00:00
Sean Ryder
7d914913dd
Tabbing
2016-01-20 15:55:32 +00:00
Monster Iestyn
79e3e2351d
Finally bothered to add in a method to obtain sector.lines' size internally to prevent going out of bounds.
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Admittedly I knew of this particular method from the start but wanted to avoid it in favour of a less-hacky looking method of getting sector.lines' size ...but there was none to be found at all.
2016-01-20 14:56:52 +00:00
Monster Iestyn
3dc0f2b4ff
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines
2016-01-20 14:22:11 +00:00
Inuyasha
61eb9c01d1
Merge branch 'coloropposite-hotfix' into 'next'
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Coloropposite hotfix
Quick fix to prevent ColorOpposite(MAXSKINCOLORS) or higher input from giving results out of the actual array's bounds. In other words, preventing it from giving you nonsense values or something.
I created the function for Lua to begin with, so clearly this is 100% my fault once again. Welp.
See merge request !31
2016-01-20 07:40:05 -05:00
Monster Iestyn
103027124b
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines
2016-01-20 12:31:21 +00:00
Inuyasha
55f0e5cab5
objectplace stability fix
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Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.
... Oops.
Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.
Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:24:30 -08:00
wolfy852
a68e92690f
Implement file type whitelist, completely remove popen and pclose
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This is probably super inefficient. Someone please teach me how2C.
2016-01-20 02:26:15 -06:00
Monster Iestyn
c6a2bde7d9
Use modulo, not bitwise AND. My fault once again, whoops.
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The point here is ColorOpposite(MAXSKINCOLORS) would have given an actual result of its own since MAXSKINCOLORS & MAXSKINCOLORS is still MAXSKINCOLORS. This shouldn't happen though, as both Color_Opposite[MAXSKINCOLORS*2] and Color_Opposite[MAXSKINCOLOR*2+1] aren't defined.
2016-01-18 19:46:00 +00:00
Monster Iestyn
af3c4755dc
All lumps with the "SOC_" prefix in their names are now read as SOCs.
2016-01-17 19:43:26 +00:00
wolfy852
c9fe83b95d
Block the use of ../ and ..\\
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...and remove io.popen(), cause that shit is DANGEROUS.
2016-01-17 01:37:19 -06:00
wolfy852
eb7c36d72c
Reimplement I/O library
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Note: I/O library is fully functioning in this state, but lacks security restrictions. We'll get to those later ;)
2016-01-16 19:31:36 -06:00
Inuyasha
6fd3036112
Makefile can run comptime.bat from src\ too
2016-01-16 11:39:39 -08:00
Alam Ed Arias
106287aca5
SDL: config.h.in is pre source tree, config.h for each cmake build
2016-01-14 12:32:04 -05:00
Monster Iestyn
99fad84674
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e31c7ae3fa
Removed dummied-out Pope XVI code
2016-01-14 16:41:33 +00:00
Monster Iestyn
a52f31f30e
doomtype.h tweaks
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some of the mess in here really bothers me
2016-01-14 16:41:26 +00:00
Monster Iestyn
01ef2d3ca3
If this isn't an accidental copy+paste then I'd be very surprised
2016-01-14 16:41:19 +00:00
Monster Iestyn
7e94ee8422
From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so...
2016-01-14 16:41:10 +00:00
Monster Iestyn
1e131d2786
Partial undo of what I did last commit to make Inu happy again.
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Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
Conflicts:
src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549
FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
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I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
Conflicts:
src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
69550e98fe
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
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It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Monster Iestyn
693058adae
Replaced the old finetangent[] with a new more accurate one I made using a Python script.
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Actually uses 0 and 65536 now! (and also INT32_MIN)
2016-01-14 16:32:22 +00:00
Monster Iestyn
d4f2d24921
Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched)
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Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
2016-01-14 16:32:13 +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
Inuyasha
420a27ce11
Attempt to play nice to cmake.
2016-01-14 07:46:28 -08:00
Inuyasha
ff21b571b4
SVN needs the revision prefixed with 'r'
2016-01-14 07:46:28 -08:00
Inuyasha
06dea3ab78
Branch and revision information in builds
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Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 07:46:27 -08:00
Inuyasha
f2b2cd3f7a
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-13 22:55:15 -08:00
Monster Iestyn
529f5af614
Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
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(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Monster Iestyn
4a8dd8031e
dispoffset now works in OpenGL
2016-01-13 22:50:15 -08:00
Monster Iestyn
049689334d
large dispoffset values no longer cause sprites to be distorted
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more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Inuyasha
fea0a9577a
Further optimization of fading code because I'm crazy
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The less branches, the better.
Optimization is a bitch, you know.
2016-01-13 22:48:39 -08:00