JTE
ef0e61fc33
Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
...
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
RedEnchilada
7a3c5b3dd9
Scenery objects (notably, bubbles) now use slope when finding water surfaces
2015-05-20 19:21:44 -05:00
RedEnchilada
0e94cc66ff
2-in-1! Fixed slide movement AND climbing when around slopes
2015-05-20 19:08:49 -05:00
JTE
9d36cf37bd
Removed EvalMath from base Lua.
...
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce
ALL7EMERALDS is a boolean you idiot, not an integer.
2015-05-20 17:29:32 -04:00
RedEnchilada
7b0e98ef35
Change sliding physics and standing/rolling rules on slopes
2015-05-20 13:18:41 -05:00
RedEnchilada
1376f399d3
Sprite lighting obeys the slope overlords now
2015-05-18 00:23:44 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
e83844796e
Proper sorting fix for sloped FOFs and sprites
2015-05-17 21:49:13 -05:00
RedEnchilada
41573b118c
I'm a dumbass
2015-05-17 12:36:06 -05:00
RedEnchilada
0af3852273
Add translucent slope renderer
2015-05-17 12:24:20 -05:00
RedEnchilada
780c568aaf
Fix sprite-to-plane sorting on sloped FOFs
2015-05-17 12:03:52 -05:00
RedEnchilada
d138f7e14f
Collision with FOF slopes (might be unfinished, idk)
2015-05-17 11:53:28 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
d81cecdac9
Minor cleanup so it stops bugging me
2015-05-16 19:59:52 -05:00
RedEnchilada
09f8dec7d1
Optimization/configuration option: No Tails on a slope line makes a slope non-dynamic
2015-05-16 00:04:19 -05:00
RedEnchilada
6fcdac494f
Spawned things spawn relative to slope floor/ceiling heights now
...
This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada
36d576adf4
I think those were being cast wrong
2015-05-15 12:36:16 -05:00
RedEnchilada
445e778309
Improvements to slope collision/landing/ejecting/fajitas
2015-05-15 12:35:54 -05:00
RedEnchilada
b69678f1a6
PLACEHOLDER, DO NOT PUSH THIS COMMIT
2015-05-15 10:23:53 -05:00
RedEnchilada
bd0b7829bb
Fix rotated flats on slopes
2015-05-14 10:55:43 -05:00
RedEnchilada
e39c8aa62e
Fix ceiling slopes lol
2015-05-13 21:57:47 -05:00
RedEnchilada
0cc917a0ff
Plane lighting for slopes now actually acts like it should
2015-05-13 21:41:54 -05:00
RedEnchilada
2187dac49b
Fix random texture triangles rendering on lines with slopes?????
2015-05-13 16:48:34 -05:00
RedEnchilada
a3358479f0
Improvements related to slope collision, and quantize momentum properly for landing
2015-05-13 16:15:32 -05:00
RedEnchilada
371e23d55d
Reduce acceleration pushback to less absurd levels
2015-05-13 16:02:19 -05:00
RedEnchilada
2183912100
Change upper/lower textures to not skew by default, add new linedef flags on normal linedefs:
...
Effect 1: Restore skewing on upper/lower textures
Effect 2: Disable skewing on midtextures
Effect 3: Flips effect of Lower Unpegged for midtextures only
(Effect 3 w/o LU: midtexture sticks to bottom, bottom texture sticks to
upper edge. Effect 3 w/ LU: midtexture sticks to top, bottom texture
sticks to lower edge.)
2015-05-04 17:45:02 -05:00
RedEnchilada
7e13cb8b47
Fix various issues/crashes with texture alignments
2015-05-04 16:40:02 -05:00
RedEnchilada
1b9180111c
Pin midtextures based on slopes, including bending on wall crossing
2015-05-04 15:15:57 -05:00
RedEnchilada
c66bb1c330
Make textures skew according to slope (midtextures not fixed yet)
2015-05-03 15:47:40 -05:00
RedEnchilada
79fedf91a0
Fix occasionally running into an invisible wall around slopes
2015-04-30 18:36:21 -05:00
RedEnchilada
3644d4d883
Minor code cleanup around renderer gunk
...
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
RedEnchilada
234f734fe5
Fix sprite clipping and some blocking walls being rendered around slopes
2015-04-30 00:38:51 -05:00
RedEnchilada
02d63aa011
Tweaks to slope physics + add accel rules for slopes
...
Your acceleration vector parallel to the slope is reduced based on slope
angle if it's going up the slope. The pull physics' momentum increase was
toned down a bit to go along with this. Also, I removed the ifdefs for
OLD_MOVEMENT_CODE because why should that be kept around?
2015-04-30 00:32:44 -05:00
RedEnchilada
fe8a2ae680
Fix compile error
2015-04-29 01:45:39 -05:00
chi.miru
c4306b624d
Optimized R_DrawTiltedSpan_8
2015-04-29 02:36:18 -04:00
RedEnchilada
ae935a0955
Stop rubbing my ass on the code long enough to fix reverse gravity
2015-04-29 00:36:24 -05:00
RedEnchilada
db883f6a23
Add a bunch of slope physics
...
I know giant commits all at once like this are a bad thing, but
too bad I worked without staging commits and now it's all here
at once :)
2015-04-29 00:35:54 -05:00
RedEnchilada
1f0f6b64c1
Store the slope an object is resting on (if applicable)
2015-04-29 00:33:04 -05:00
RedEnchilada
de81d01fbc
Fixes to slope generation (backfloor crash and wrong zdelta/zangle)
2015-04-29 00:30:39 -05:00
RedEnchilada
776b5254e6
Slope collision fixes
2015-04-29 00:29:51 -05:00
RedEnchilada
10ba850871
Fix dynamic slopes not working right in some cases
2015-04-27 14:07:04 -05:00
RedEnchilada
6694480f68
Overhaul slope collision (NOT PHYSICS) to work almost perfectly
2015-04-27 13:20:50 -05:00
RedEnchilada
58dd6d42af
Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
...
I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada
0c477c685d
Removing unused cruft
2015-04-26 22:20:03 -05:00
RedEnchilada
6fa1448f59
More cleanup, and made dynamic sloping more efficient/fixed memory leak
2015-04-26 21:50:50 -05:00
RedEnchilada
d0a726c00b
Teeny optimization in renderer code??
2015-04-26 13:06:45 -05:00
RedEnchilada
aeef23e816
MakeSlope_Line cleanup/fixed-point conversion
2015-04-26 13:06:23 -05:00
RedEnchilada
5070a964b9
Starting to clean up a bit of Kal's mess
...
I still don't know why Git reacts so strangely to the new files' line breaks...
2015-04-25 22:22:50 -05:00
RedEnchilada
bac34d783e
Fix crash with ceiling slopes and line collisions
2015-04-25 20:39:18 -05:00
RedEnchilada
f130a529b1
make stupid slopes render on stupid unix stupids
2015-04-21 10:01:51 -05:00
RedEnchilada
7703eae0e8
Actually fix slope generation (also whitespace stuff)
2015-04-20 13:25:39 -05:00
RedEnchilada
f4ea285f02
Fix vertical linedefs on slopes rendering improperly
2015-04-20 12:31:30 -05:00
RedEnchilada
12202d94a9
Fix calculation of slope extent, whoops
2015-04-20 12:18:56 -05:00
RedEnchilada
779faaa93f
SLOPES IN SOFTWARE MOD EHOLY SHIT
2015-04-20 02:10:14 -05:00
RedEnchilada
65719c5b99
Make wall renderer account for slopes properly (in most cases)
2015-04-19 22:20:54 -05:00
RedEnchilada
8d35c5064a
Fix slope generation
...
Physics seem to work at least partially, but no rendering yet (not even in OGL)
2015-04-19 16:54:20 -05:00
RedEnchilada
6e1f7e5f3a
Add slope files to CMakeLists
2015-04-19 16:21:19 -05:00
RedEnchilada
923fae476e
Merge branch 'fury-gh/slopes' into angles
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Conflicts:
src/p_maputl.c
2015-04-19 15:56:55 -05:00
RedEnchilada
ddd66b9eff
Make A_SetObjectFlags only reset sector/bmap links if needed
2015-04-17 12:10:40 -05:00
Furyhunter
f7c463418e
Merge branch 'actual-blockmap-fix' into 'next'
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Actual blockmap fix
MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).
See merge request !10
2015-04-14 20:22:25 -04:00
Furyhunter
420c90fb48
Merge branch 'serverfix' into 'next'
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Re-fix the server global variable in Lua
I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.
See merge request !9
2015-04-14 20:14:17 -04:00
Furyhunter
63089c885e
Merge branch 'polyobject-more-fixes' into 'next'
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Polyobject more fixes
Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.
See merge request !8
2015-04-14 20:13:16 -04:00
Furyhunter
3d59e337ac
Merge branch 'polyobject-scroll-hotfix' into 'next'
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Polyobject scroll hotfix
Things fixed:
* Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
* The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)
See merge request !6
2015-04-14 20:10:07 -04:00
RedEnchilada
d2c74e1b13
Fix the west/south blockmap issue without fucking up huge maps
2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929
Revert "Guess what major breaking-news bug I just fixed B)"
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This reverts commit 9e306394dd
.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
Wolfy
55bfb4ffe8
Re-fix the server global variable in Lua
2015-04-08 13:46:30 -04:00
RedEnchilada
210279625a
Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
2015-04-06 11:23:08 -05:00
RedEnchilada
1078be3c30
Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks
2015-04-06 11:22:27 -05:00
JTE
4f06650a1e
Removed the small velocity boost you get for surfacing from goo.
...
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
JTE
4016d15f7b
Adjusted platform-creating velocity of goo water.
...
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b
Making RotateThings a bit nicer??
2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb
Replace the old spinny polyobject player drifty hack thing with a new one that actually works
2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb
Make polyobjects carry the same objects as conveyors for consistency
2015-04-01 17:39:20 -05:00
Alam Ed Arias
83461f49c5
Merge branch 'public_todo_next' into next
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All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
MonsterIestyn
9e306394dd
Guess what major breaking-news bug I just fixed B)
...
...
(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
bd5dcb0b0a
Make sure lump name is zeroed out before writing so it always ends in a terminating char
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
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
RedEnchilada
308a958653
yellow wanted me to push this cus it fixed md2 translucency for her test cases
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
ada9b6a9ea
I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
076719e6a4
P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
d915a8142d
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
6cff0bba70
Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2d9d028bea
Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
4aa0b7a2a8
Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2480382b6b
remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
69f77a6c2e
Not sure how these things work, but presumably this was meant to be here
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
474ad01b46
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
RedEnchilada
70732f6475
Make solid midtexture trick work properly(?) for polyobjects
2015-03-30 13:06:04 -05:00
RedEnchilada
808775de02
Effect 4 on a map line now makes the front midtexture solid
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(Supports Effect 5 repeating of arbitrary lengths, but not of the automatic "top-to-bottom" type; just use Impassible there!)
2015-03-29 00:49:27 -05:00
Ronald Kinard
a2af7ba305
Merge branch 'master' into next
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Synchronize with master for STJr/SRB2!4 .
2015-03-24 23:12:01 -05:00
Ronald Kinard
53680903e5
Fix compilation and debugging on Windows.
...
Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.
This reverts the static library SRB2Core from a7135094
and instead
adds the core sources to the SRB2SDL2 target directly.
So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
ad6535ca51
Merge branch 'master' into next
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Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
c43b41e183
Fix generation of SRB2DD target.
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It still won't compile correctly. But this should avoid the error
messages related to it.
2015-03-08 04:30:07 -05:00
Ronald Kinard
8472075960
Prepend ASM sources with the current source directory in CMake.
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This fixes generation with USEASM enabled.
2015-03-08 04:16:16 -05:00
Ronald Kinard
a713509493
Refactor CMake to allow source grouping and separation of interfaces.
...
Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.
In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.
Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
Ronald Kinard
f28b050c07
Append current branch name to comp version string.
2015-03-04 20:15:57 -06:00
JTE
7964f3b044
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
c1bfde0027
Fixed WGL code "device mode" breaking.
...
The devil is in the details.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
8d7b5941a8
Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:11 -05:00
JTE
092134ad0c
Title screen cheat "devmode".
...
Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
MonsterIestyn
9b0e09877e
gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
JTE
0dff0d84de
New HD SRB2 icon by VAdaPEga.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
MonsterIestyn
ffc1d3cb64
Correcting a most minor math mistake
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
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Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
f3e6770e9a
Well that shows you how much we care about the old special stages *or* race!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
0a7f3751f6
Add in missing super check
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8984 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
8232dbca10
*Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Alam Ed Arias
6513954789
whitespace cleanup
2015-03-01 19:30:22 -05:00
Wolfy
627889eec1
Have super sparks scale with the player
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Fixes https://mb.srb2.org/showthread.php?t=40279
Should work fine, but do keep in mind that this fix is untested.
2015-03-01 19:28:57 -05:00
Ronald Kinard
15f0670c43
Merge branch 'fix_each_time' into next
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Conflicts:
src/p_floor.c
2015-03-01 02:13:46 -06:00
Alam Ed Arias
2609745b51
it was me, Duo!
2015-02-06 10:22:16 -05:00
Alam Ed Arias
ed0d70feca
do not typedef off_t when we do not need to
2015-02-05 17:32:27 -05:00
Alam Ed Arias
542295c863
remove comptime.h from cmake file list
2015-02-05 17:32:26 -05:00
Ronald Kinard
062a746fdd
Further fix IPv4 when IPv6 is available
2015-02-05 15:36:07 -06:00
Ronald Kinard
ae05613460
Fix IPv4 connectivity when IPv6 is enabled
2015-02-05 00:32:54 -06:00
Alam Ed Arias
3d498fe894
VERSIONSTRINGW is funny
2015-02-02 15:21:58 -05:00
Alam Ed Arias
7cf1a1aab8
fixup cmake merge
2015-02-02 14:58:51 -05:00
Ronald Kinard
e08bd45227
cmake: Separate debug symbols on gcc
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Only when actually making the debug target though!
2015-02-01 22:14:52 -06:00
Ronald Kinard
d7015d1492
cmake: Fix nasm/add yasm support
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Tested to work on MSVC, mingw-gcc
2015-02-01 21:25:02 -06:00
Ronald Kinard
194ce626e1
cmake: Add nasm support
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Enables ASM-NASM and adds tmap*.nas to sdl target.
No idea if this actually works.
2015-02-01 19:18:25 -06:00
Ronald Kinard
8d3b948e1b
cmake: Fix compilation for MSVC 2015
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snprintf is now available in MSVC 2015!
2015-02-01 19:02:08 -06:00
Ronald Kinard
ec79756c42
cmake: copy DLLs to build directory in MSVC
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this is done as a POST_BUILD step
2015-01-31 22:40:36 -06:00
Ronald Kinard
4d3a7dd8fb
cmake: fix NDEBUG on Debug
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wow i'm stupid
2015-01-29 00:17:47 -06:00
Ronald Kinard
70f046a320
cmake: on mac, check Resources in bundle first.
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on non debug, check assets folder in src as well
2015-01-28 23:38:40 -06:00
Ronald Kinard
e54338ef01
cmake: fix Windows linking
2015-01-28 23:20:21 -06:00
Ronald Kinard
57037e4124
cmake: fixes to enable linux compilation
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string.c, capitalization, find fixes
2015-01-28 20:15:24 +00:00
Ronald Kinard
68f8a5b0f9
cmake: build bundle and dmg on install/package
2015-01-28 19:29:16 -06:00
Ronald Kinard
0909fce2e3
cmake: Configure source via cmake
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silently fixing a bad malloc here too shhhhhhhhh
2015-01-28 18:03:41 -06:00
Ronald Kinard
53799eb390
cmake: Add CPack Package Generation
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Generates zips only at the moment
2015-01-28 16:42:05 -06:00
Ronald Kinard
1c9de50ad2
cmake: Search SDL2_main separately for MSVC
2015-01-28 15:33:29 -06:00
Ronald Kinard
20d6a7e675
cmake: exe icon on windows
2015-01-28 02:12:14 -06:00
Ronald Kinard
2f1367aab6
cmake: Fixes to allow MSVC to compile
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running is another story
2015-01-28 02:09:03 -06:00
Ronald Kinard
495ea65cc5
Add GME and SDL2_mixer
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Also support dynamic/static opengl switching
2015-01-28 01:20:43 -06:00
Ronald Kinard
479ebc3f94
Add Xcode target support
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It is really messy at the moment. There is no support for copying the
necessary frameworks and dylibs out to the bundle for distribution, and
it is a frankenstein of manual find_library and find_package which can
sometimes pick up Homebrew dylibs.
2015-01-28 00:58:30 -06:00
Ronald Kinard
05f5ec664a
Initial CMake support pass
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Compiles the SDL2 target on Windows successfully
2015-01-27 23:46:39 -06:00
Alam Ed Arias
45e8ec34a6
always turn on LFS support when compiling for a Linux/GNU system with libpng support
2015-01-10 17:35:36 -05:00
Alam Ed Arias
e28882a56d
oh, nPlaneVerts is a size_t?, well, then we need to use sizeu#()
2015-01-10 17:27:24 -05:00
Alam Ed Arias
f5cd1d5ebc
add check on write failed in old TGA screenshot code
2015-01-10 17:26:29 -05:00
Alam Arias
0c106a4ccc
I await the rise of AltimitOS because seriously, fuck this nonsense
2015-01-09 23:56:00 -05:00
Alam Arias
8bee6bef59
Make sure clear_conditionsets feeds in 1 to MAXCONDITIONSETS instead of 0 to MAXCONDITIONSETS-1, so that M_ClearConditionSet can use them all properly AND clear all condition sets properly.
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Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
2015-01-09 23:55:56 -05:00
Alam Arias
7535bb261f
Account for the separation of F11 and F12 in the keycodes list
2015-01-09 23:55:52 -05:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
d959d0e462
Merge remote-tracking branch 'wolfy852/patch-2' into next
2014-11-29 13:08:32 -05:00