Commit graph

3076 commits

Author SHA1 Message Date
Monster Iestyn
8454e75e3c Merge branch 'extracolormaps-fix' into 'next'
R_InitExtraColormaps fix

This fixes the `R_InitExtraColormaps` function so that it correctly realises there are no "extra colormaps" actually in SRB2's files, rather than telling you there are 6 extra colormaps on game startup (or however many WAD files total you have added).

For those who don't know what the function does, it searches for C_START/C_END markers, and if they exist, adds any lumps inbetween to a list of extra colormaps internally. They are never used by the game though, since we last supported colormaps of that kind so long ago I don't think anyone remembers when anymore (definitely more than a decade at least).

Merging to next since I don't know if this would cause any netplay issues or not tbh.

See merge request !182
2017-05-15 17:14:47 -04:00
Monster Iestyn
17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn
87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn
a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn
4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn
d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn
093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn
f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn
222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe
bdcd9125d2 Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
Monster Iestyn
9a9b2fcc2d Merge branch 'master' into mapthing-spawn-hook 2017-05-13 21:06:49 +01:00
Monster Iestyn
8d483cdc47 Fix whitespace on that one line toaster pointed out 2017-05-13 20:51:10 +01:00
Monster Iestyn
e45e740a65 Merge branch 'master' into lua-lump-load-only 2017-05-13 20:40:38 +01:00
Alam Ed Arias
7d4146870a Appveyor: keep a stable name version of the archive 2017-05-13 12:14:09 -04:00
Alam Ed Arias
377fc81447 Appveyor: disable deployment 2017-05-13 12:07:37 -04:00
Monster Iestyn
ed81c9abcb Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
2017-05-13 12:49:30 +01:00
Sryder
32c4ddca5c Remove accidental leftovers
Accidentally left a comment and stuff in there from previous attempts

# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:39:55 +01:00
Sryder
ec0f30f849 Fix a one character bug with clipping 2017-05-12 23:39:01 +01:00
Sryder
3f0f645c70 Flat sprites for OGL
# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:38:44 +01:00
Monster Iestyn
635789c1ec Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
2017-05-12 23:03:38 +01:00
Monster Iestyn
e6bee93e40 Merge branch 'next' into public_next 2017-05-12 22:58:31 +01:00
Monster Iestyn
a1f5caeba6 Merge branch 'update-to-v2.1.18' into 'next'
Update to v2.1.18

Exactly what it says on the tin.

See merge request !180
2017-05-12 16:08:31 -04:00
Monster Iestyn
b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn
f0de3a407d Merge branch 'public_next' 2017-05-11 22:58:03 +01:00
Monster Iestyn
4da3b7eac1 Merge branch 'next' into public_next 2017-05-11 22:57:45 +01:00
Monster Iestyn
55fd0aba91 Merge branch 'master' into next 2017-05-11 20:47:12 +01:00
Monster Iestyn
7185455d6a Merge branch 'jetjaw-crash-fix' into 'next'
Jet Jaw crash fix

Turns out not having MF_SHOOTABLE can cause the Jet Jaw to endlessly loop between the two states, until somehow LUA_CallAction inexplicably causes Z_StrDup to crash anyway (that one's a mystery to me, I'm not going to look into it right now). I tweaked A_JetJawChomp so this endless loop can't happen anymore.

See merge request !176
2017-05-11 15:23:56 -04:00
Monster Iestyn
435ea7dc9d Merge branch 'invalid-node-hotfix_master' into 'master'
Invalid node hotfix master

Quick hotfix to prevent `Net_CloseConnection` from crashing if the node's number is invalid.

See merge request !179
2017-05-11 15:17:31 -04:00
Monster Iestyn
96c63bf95b Whoops forgot this bit too 2017-05-09 20:17:46 +01:00
Monster Iestyn
8582406dd2 prevent invalid nodes from crashing Net_CloseConnection, print a warning and return instead 2017-05-09 15:13:19 -04:00
toasterbabe
3e7377930f FIX FOR MI'S CRASH 2017-05-09 17:38:00 +01:00
toasterbabe
3e9cc51953 Change config recognition method 2017-05-09 17:09:40 +01:00
toasterbabe
fd81a82cca Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu 2017-05-09 16:45:58 +01:00
toasterbabe
28752afa6a Fix inconsistencies in spacing in m_cond.h 2017-05-09 16:28:20 +01:00
toasterbabe
61fcbe9b36 Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem

Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
Alam Ed Arias
5f8318642b Merge branch 'a_buncha_compile_fixes' into 'master'
A buncha compile fixes

does what it says on the tin, all commits have @Alam 's error log in them

See merge request !93
2017-05-09 09:51:51 -04:00
toasterbabe
cd512d014a <Alam_Squeeze> s_sound.c: In function `S_StartCaption':
<Alam_Squeeze> s_sound.c:409: warning: 'same' might be used uninitialized in this functio
2017-05-09 14:42:23 +01:00
toasterbabe
e69b08178f <Alam_Squeeze> p_floor.c: In function `EV_CrumbleChain':
<Alam_Squeeze> p_floor.c:2932: warning: 'widthfactor' might be used uninitialized in this function
<Alam_Squeeze> p_floor.c:2932: warning: 'heightfactor' might be used uninitialized in this function
2017-05-09 14:42:06 +01:00
toasterbabe
cb9012c2ca Accidentially removed newline 2017-05-09 14:22:53 +01:00
toasterbabe
a4b74e7d3f <Alam_Squeeze> m_menu.c:1907: error: `M_DrawScreenshotMenu' undeclared here (not in a function)
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
2017-05-09 14:19:54 +01:00
toasterbabe
378b913e66 <Alam_Squeeze> lua_blockmaplib.c:269:7: no newline at end of file
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/lua_blockmaplib.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/lua_blockmaplib.o] Error 1
2017-05-09 14:18:45 +01:00
toasterbabe
0cc838bca7 <Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
<Alam_Squeeze> s_sound.c: In function `S_StartCaption':
<Alam_Squeeze> s_sound.c:416: warning: comparison of unsigned expression >= 0 is always true
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/s_sound.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/s_sound.o] Error 1
2017-05-09 14:17:34 +01:00
toasterbabe
ba41d46587 Thanks Alam for letting me know I was messing up!
* Search case is now handled via cvar instead of assumed based on system.
* filemenusearch (previously strsystemstr) uses static char[] to prevent stack suffering.
* New cvar for searching from start of string instead of anywhere in it!
* Menu tweaked for the above.
* Reverted slash from pathsep.
2017-05-09 14:09:09 +01:00
toasterbabe
2696ed52fd Fixed the thing where Robo Hood's jump was messed up.
Also, ditto re Super Sonic's floaties.
2017-05-09 12:50:28 +01:00
toasterbabe
72baa4e2d0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu 2017-05-08 23:43:21 +01:00
toasterbabe
90d21f5c39 woops broke little green loaded icon for all, fixed 2017-05-08 23:08:40 +01:00
toasterbabe
013da12088 Minor tweak - this probably makes more sense to the casual player, and doesn't obscure anything to people who would otherwise know what checksum means. 2017-05-08 22:57:14 +01:00
toasterbabe
b5b5b983a5 re-order mpause menu addons to be at top 2017-05-08 21:43:56 +01:00
toasterbabe
54ac157c6c Disable log.txt, errorlog.txt, and config.cfg from being "loadable" (exec-runnable) from the addfile menu. 2017-05-08 21:04:26 +01:00
Monster Iestyn
9238b2d50f Merge branch 'level-specials-setup-stuff' into 'master'
Level specials setup stuff

Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:

* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.

See merge request !88
2017-05-08 15:15:50 -04:00