Commit graph

14182 commits

Author SHA1 Message Date
wolfy852
f1ab448442 Readme rewrite 2016-09-03 16:50:00 -05:00
wolfy852
2d94256490 Shut the compiler up 2016-09-03 16:05:45 -05:00
toasterbabe
5bb0b5684e More irrelevant negation reduction, sorry. 2016-09-03 15:46:38 -05:00
Wolfy
7f9accf38b Merge branch 'slope_optimisations' into 'master'
Optimisation of P_GetMobjGravity (relevant for slopes)

Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe.

(I also tested in a build of 2.1.16's first release candidate, and was getting drops to 16! So SOMETHING improved since then, but this was the major issue.)

See merge request !109
2016-09-03 16:40:50 -04:00
toasterbabe
6ff75d2aa1 Double negation becomes single negation, with handy comment! 2016-09-03 21:37:52 +01:00
Wolfy
cce2a5e048 Merge branch 'RA_hotfix' into 'next'
Record Attack hotfix

Limit damage from http://mb.srb2.org/showthread.php?t=41847, basically.

Also fixed the message popup background because why not

See merge request !107
2016-09-03 16:29:28 -04:00
toasterbabe
0333c9db94 P_MobjCheckWater now properly accounts for changing heights (skin non-spin height for players, mobj height otherwise) instead of mobj info height.
Also, the particles made via spindashing in shallow water are now located behind the player. This does move the running particles too, but that's okay.
2016-09-03 20:00:29 +01:00
toasterbabe
c11d8da3a3 No need to check for under/overflow outside of the spindash code, let's just start at the mindash and not add power if you're over instead. 2016-09-03 16:20:04 +01:00
toasterbabe
2cee8c1a8d SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""

This reverts commit 58f815ddbc.
2016-09-03 16:05:58 +01:00
toasterbabe
58f815ddbc Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
This reverts commit 0852a20014.
2016-09-03 15:51:38 +01:00
Monster Iestyn
a860c068d8 BONUS UNRELATED FIX: Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on 2016-09-02 22:53:55 +01:00
Monster Iestyn
8f02c50c10 Fix players and pushables not accounting for slopes on bustable FOFs 2016-09-02 21:41:45 +01:00
toasterbabe
0852a20014 Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead. 2016-09-02 18:12:46 +01:00
toasterbabe
73843764de Some more spindash changes. NOTE that this temporarily breaks the charging aura; if we want to, we can either kill that entirely or re-enable it - but none of the main characters are using it, and Lua makes having a dedicated charging aura irrelevant if the main characters don't use it...
* Spindash sound only plays six times during the charge, equally spaced up until you finish charging.
* Spindash animation speed increase rebalanced.
2016-09-02 17:27:39 +01:00
Monster Iestyn
eae47c9808 Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00
toasterbabe
ffd36563a8 Merge branch 's_skinprovements' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-30 16:41:51 +01:00
toasterbabe
c07f273af0 Fixed some oversights with the spindash dashspeed changes 2016-08-30 16:41:00 +01:00
toasterbabe
42d527a955 Did a few things with spindashing:
* Fixed bug where being pushed off a platform whilst charging a spindash would leave you in your charging frames instead of your rolling ones when you hit the ground (http://gfycat.com/MassiveThreadbareItalianbrownbear for how it works now, http://gfycat.com/MarvelousEnlightenedAuk is how it used to work)
* Fixed bug where spindashing on top of a bubble spawnpoint led to you being able to move around in spindash frames (no gif since obvious desired behaviour is obvious)
* Spindash animation speeds up the faster you'll shoot off.
* The spin charging mechanism is now scale-independent, and only multiplies by scale when shooting off - less FixedMul calls, and potentially deals with weird quirks of changing scale whilst spindashing that nobody's discovered because there's no place to find that in the main game!

Also:

* Climbing animation defaults to rolling instead of walking, because what.
2016-08-30 15:00:01 +01:00
toasterbabe
cc593a6ac7 Did a few things with spindashing:
* Fixed bug where being pushed off a platform whilst charging a spindash would leave you in your charging frames instead of your rolling ones when you hit the ground (http://gfycat.com/MassiveThreadbareItalianbrownbear)
* Fixed bug where spindashing on top of a bubble spawnpoint led to you being able to move around in spindash frames (no gif since obvious desired behaviour is obvious)
* Spindash animation speeds up the faster you'll shoot off.
* The spin charging mechanism is now scale-independent, and only multiplies by scale when shooting off - less FixedMul calls, and potentially deals with weird quirks of changing scale whilst spindashing that nobody's discovered because there's no place to find that in the main game!

Also:

* Climbing animation defaults to rolling instead of walking, because what.
2016-08-30 14:50:03 +01:00
toasterbabe
8d8be8a7b2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-30 13:30:56 +01:00
Monster Iestyn
5e6bf9e340 probably best if we did this instead actually 2016-08-29 23:24:59 +01:00
Monster Iestyn
df7c8482e4 If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights 2016-08-29 23:21:57 +01:00
Monster Iestyn
74e7433a92 Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2016-08-29 22:42:06 +01:00
toasterbabe
3bad307e2d Sorry, Inu. 2016-08-28 20:46:56 +01:00
Monster Iestyn
21aa444943 Merge branch 'cutscene-switch-fix' into 'next'
Cutscene switch fix

Yet another fix for SUGOI, lol: apparently going from a final level's post-cutscene straight to a custom credits cutscene gets the latter stuck forever in the first scene (because the game accidentally stops the cutscene responder from realising the custom credits cutscene is running). This branch of course makes a fix for that.

See merge request !108
2016-08-28 13:40:44 -04:00
Monster Iestyn
454b705d32 Merge branch 'wall-collision-fix' into 'next'
Wall collision fixes

Fixes included in this branch:
* A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
* A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
* A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
* A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
* ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/

See merge request !104
2016-08-28 13:33:14 -04:00
toasterbabe
e8775419d1 Removed now-irrelevant braces. 2016-08-28 14:09:15 +01:00
toasterbabe
25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe
c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe
50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +01:00
Monster Iestyn
2a6a21a4a2 Solid midtextures now account for "infinite" repeats 2016-08-27 17:14:21 +01:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
Monster Iestyn
0092e49d37 Merge branch 'next' into public_next 2016-08-27 15:48:08 +01:00
toasterbabe
a587231aa4 Crash fix ported from internal. 2016-08-26 22:00:53 +01:00
toasterbabe
d17843aee1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites 2016-08-26 20:48:48 +01:00
Monster Iestyn
544974ee35 Merge branch 'fixed_new_new_spriteframe_angle' into 'master'
Fixed new new spriteframe angle

@Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot. This is the smallest possible change that fixes the crash.

This is a one line change exclusively modifying an edge case for a feature which isn't available in public builds. Therefore, it SHOULD require (almost) zero code review, and I would've committed directly to master if I had the ability to do that (and the desire to disregard ettiquette). Please help me out here.

See merge request !38
2016-08-26 15:46:39 -04:00
toasterbabe
8a244c1816 Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot.
This is the smallest possible change that fixes the crash.
2016-08-26 16:09:43 +01:00
Monster Iestyn
96f74a3a17 Merge branch 'master' into next 2016-08-25 19:19:53 +01:00
Wolfy
831c29ead7 Merge branch 'climbingshit2_electricboogaloo' into 'master'
Climbing shit 2 electric boogaloo: an adventure in how much toast hates how the ogl renderer was implemented

Fixed Knuckles being able to climb in space in OpenGL.

Using the last-touched line instead of R_IsPointInSubsector because FLOAT_TO_FIXED is bad in P_ functions

To understand the original problem: 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.

This merge request is into master because it's a bug that's IN master and must never reach the public because of how bad it is

See merge request !101
2016-08-25 14:18:44 -04:00
Monster Iestyn
ab3f677e66 F_EndCutScene now sets cutsceneover to true BEFORE running Y_EndGame and the like, not AFTER 2016-08-25 17:58:54 +01:00
toasterbabe
14ff3906e1 Woops, forgot to port collision as well. 2016-08-23 00:45:26 +01:00
toasterbabe
41b3b3c5bd GCC 4.6 and lower fix 2016-08-22 23:42:06 +01:00
toasterbabe
e8d65f0b54 GCC 4.6 and lower fix 2016-08-22 23:39:27 +01:00
toasterbabe
e42885a23c Forgot to do this. 2016-08-22 23:01:36 +01:00
toasterbabe
c5675c0725 Merge branch 'new_spriteframe_angle' of http://git.magicalgirl.moe/STJr/SRB2.git into public_flatsprite
# Conflicts:
#	src/r_things.c
2016-08-22 22:56:30 +01:00
toasterbabe
2a74ea07ee Chee wanted paper sprites' code, so here it is for the public to see.
Note: Won't compile. Need to merge in the NAMEcLcR stuff first, let me do that.
2016-08-22 22:54:30 +01:00
Monster Iestyn
ead52294ab THE LINES LIVE AGAIN (initial horizon lines work commit) 2016-08-21 21:17:47 +01:00
toasterbabe
dc3be7b8a1 Removing now-irrelevant whitespace and cleaning up the last of the hack. 2016-08-21 15:42:09 +01:00
toasterbabe
f34a28e80e Removed a hack that caused the groundpound spinfire to hurt you if you lost your shield. 2016-08-21 13:55:16 +01:00
Monster Iestyn
fd5297ee6c Merge branch 'fix-obj-step' into 'next'
Fix non-player objects having busted step-up/down on slopes

Why the fuck did I make this a player conditional in the first place holy shit

See merge request !103
2016-08-20 18:08:11 -04:00