Commit graph

6009 commits

Author SHA1 Message Date
Nev3r
942c34a6af Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Monster Iestyn
68585dbc70 Merge branch 'checksight-fixes' into 'master'
P_CheckSight fixes

See merge request STJr/SRB2Internal!223
2019-06-02 13:13:48 -04:00
Monster Iestyn
b7f75246e4 Merge branch 'master' into checksight-fixes
# Conflicts:
#	src/p_sight.c
2019-06-02 18:13:02 +01:00
Monster Iestyn
9e6fd595da Merge branch 'acz-boss-hardcode' into 'master'
ACZ boss hardcode

See merge request STJr/SRB2Internal!221
2019-06-02 13:09:38 -04:00
Nev3r
264386f842 Add visplane portal creation functionality and use it to replace the skybox rendering.
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
Nev3r
df0a40b3c2 Code refactoring to turn portal struct into a more generalized shape.
Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn
571c5b89b5 Whoops, forgot to make P_CheckSight support slopes for same-sector FOF plane checking. 2019-05-27 21:18:02 +01:00
Monster Iestyn
abfdac15a8 Fixed P_CheckSight to support slopes, both for normal planes and FOF planes
(Untested)
2019-05-27 20:36:35 +01:00
Monster Iestyn
ad4006712e fix P_CheckSight to consider FOFs that completely block the view
(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-27 19:32:05 +01:00
Steel Titanium
dc273d3f23 Merge branch 'next' into jimita-flashpals-on-screenshots 2019-05-25 19:37:17 -04:00
Monster Iestyn
677801f5ff Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn
e60b0b1a80 Update hw_light.c
(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Monster Iestyn
7d0509f1cb Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Monster Iestyn
742b11c0ff Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Monster Iestyn
ec0719f74f Merge branch 'steelt-acz-things-hardcode' into 'master'
Hardcode some ACZ things

See merge request STJr/SRB2Internal!220
2019-05-17 12:22:21 -04:00
Monster Iestyn
572328a4fa Merge branch 'public_flatsprite' 2019-05-16 16:00:24 +01:00
Monster Iestyn
66bc287688 Merge branch 'public_next' 2019-05-16 15:58:17 +01:00
Monster Iestyn
600a373739 Merge branch 'master' into next 2019-05-13 16:07:30 +01:00
Monster Iestyn
2a9019c15e Merge branch 'archiveworld-sigsegv-fix' into 'next'
Fix SIGSEGV from sending lindefs/sidedefs in savegame due to duplicated lines.

See merge request STJr/SRB2!490
2019-05-13 07:02:48 -04:00
Alam Ed Arias
addf2bb3c4 Fix NONET build 2019-05-13 01:51:36 -04:00
Steel Titanium
8a14427420 Merge branch 'perpetual-modifier-updates' into 'master'
Set modifiers in a non-reactive manner

See merge request STJr/SRB2!456
2019-05-13 00:36:06 -04:00
Steel Titanium
06961a8f5e Merge branch 'no-frameskip' into 'next'
Don't skip frames when connecting or paused

See merge request STJr/SRB2!489
2019-05-13 00:35:11 -04:00
Steel Titanium
cad65ad5e9 Properly fix crash due to duplicated lines. 2019-05-13 00:23:43 -04:00
Steel Titanium
4e0cc2505a Revert "Check that lumps are okay"
This reverts commit 7ac0a8b4d2.
2019-05-13 00:20:39 -04:00
Steel Titanium
b34aa86403 Hardcode some ACZ things 2019-05-11 22:56:23 -04:00
James R
7ac0a8b4d2 Check that lumps are okay 2019-05-08 20:30:19 -04:00
Monster Iestyn
f0e16cad32 Merge branch 'master' into next 2019-05-08 16:31:05 +01:00
Monster Iestyn
8ea9d0e95c Merge branch 'alias_recursion_hotfix_2' into 'master'
Alias recursion hotfix 2

See merge request STJr/SRB2!482
2019-05-08 11:25:15 -04:00
wolfy852
8f05d75926 Don't skip frames when connecting or paused 2019-05-08 09:39:45 -05:00
wolfs
e394f41c52 Merge branch 'public-musicplus-tagfix' into 'next'
Fix music load lag by reverting tag changes

See merge request STJr/SRB2!486
2019-05-07 22:42:13 -04:00
Monster Iestyn
360a6ff89a Merge branch 'public_flatsprite' into 'public_flatsprite'
Merge in next and don't billboard papersprites in GL

See merge request STJr/SRB2!488
2019-05-06 15:34:35 -04:00
Sryder
b304b268c8 No sprite billboarding on papersprites 2019-05-06 20:24:26 +01:00
Sryder
1f1d67cd7e Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
# Conflicts:
#	src/p_user.c
2019-05-06 20:20:57 +01:00
Monster Iestyn
406c3619d7 Merge branch 'master' into next 2019-05-06 19:38:53 +01:00
Nev3r
aab2f55aec Merge branch 'banip-command' into 'next'
Ban IP command

See merge request STJr/SRB2!460
2019-05-06 13:09:14 -04:00
Nev3r
ae25e8ea07 Merge branch 'console-wait-fix' into 'master'
Don't count down wait timer when executing a command line

See merge request STJr/SRB2!483
2019-05-06 12:56:07 -04:00
Nev3r
8b8e165d19 Merge branch 'opengl-sprite-billboarding' into 'master'
OpenGL Sprite Billboarding

See merge request STJr/SRB2!485
2019-05-06 12:45:53 -04:00
Sryder
8273534967 Add a cvar for sprite billboarding, off by default. 2019-05-06 16:57:32 +01:00
Monster Iestyn
ea951eef78 fix an inconsistency I introduced between counting the waypoints and finding them again 2019-05-05 21:16:44 +01:00
Monster Iestyn
ee0c4b42a6 fix P_CheckSight to consider FOFs that completely block the view
(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-05 21:03:15 +01:00
Monster Iestyn
b9611c3a81 Hardcoded the cork's stun-you-even-while-flashing behaviour 2019-05-05 19:16:30 +01:00
Monster Iestyn
b0087616c7 Hardcoded the boss's TouchSpecial hook.
Also cleaned up this part of P_TouchSpecialThing a bit while I'm here
2019-05-05 18:22:19 +01:00
Monster Iestyn
373d12cb82 Hardcode "slapstick" 2019-05-05 17:36:55 +01:00
Monster Iestyn
f7fbf40437 Hardcoded MT_FSGNA's MobjThinker hook function 2019-05-05 16:42:50 +01:00
Monster Iestyn
9c0c0ad3dc hardcoded the boss's A_BossDeath behaviour.
(also turned this part of the function into a switch case to make things neater)
2019-05-05 16:03:34 +01:00
Monster Iestyn
289a412377 Hardcode the boss thinker function 2019-05-05 15:34:06 +01:00
Monster Iestyn
9e26d7bdaa I just checked how P_LookForPlayers works, and it turns out it doesn't modify the target *unless* it returns true. So I guess we've no need to account for a change in target in A_LookForBetter after all? 2019-05-05 14:09:09 +01:00
Monster Iestyn
09368963dd hardcode MT_FBOMB's MobjSpawn hook function 2019-05-04 22:46:27 +01:00
Monster Iestyn
d44265a217 Mystery solved, he was turning "invisible" because of this mistake in A_DoNPCSkid 2019-05-04 22:38:14 +01:00
Monster Iestyn
691ae982e7 S_FANG_SLIDE wasn't defined in the Lua script, despite being declared :|
Also Fang seems to turn invisible after his first jump for some reason, and I can't figure out why???
2019-05-04 21:31:46 +01:00