Commit graph

1041 commits

Author SHA1 Message Date
toasterbabe
1e6b213d6c Okay, this is way beyond the scope of the branch... but low-friction surfaces (ice, oil, etc) now:
* Actively impede your acceleration
* Make your animation speeds faster whenever you're moving (to give off that Looney Tunes effect)

The former change is something that was present in the few low-friction circumstances in the classics, and makes low-friction surfaces more of an active challenge. The latter change is just something I did for fun to more clearly communicate that things are different with the physics here.

High friction surfaces DO NOT involve any of this, since it ended up basically cheesing their existing gameplay.
2016-06-03 17:26:50 +01:00
toasterbabe
5a0432816b Forgot to make this change; now the friction thinker is DEFINITELY using less memory. 2016-06-03 15:44:21 +01:00
Alam Ed Arias
083350cab2 whitespace cleanup 2016-06-02 21:25:04 -04:00
toasterbabe
27f825f41b Dedicated laser blocks flash less awfully now. 2016-06-03 02:23:27 +01:00
toasterbabe
55bb716c1e On FuriousFox's request: All waypoint sequences now use linedef frontside texture offset for speed and row offset for sequence, ending what is a very long reign of clusterfuck. 2016-06-03 01:30:07 +01:00
toasterbabe
fc0d6e5195 Movefactor removed from Friction thinker. Smaller memory footprint, less processing, and no more potential corrupting of what some objects use as a memory dumping ground. 2016-06-02 23:30:50 +01:00
toasterbabe
577f9e8801 Going beyond the scope of the branch:
*Friction linedef effect is now -
1) controlled by x offset instead of length - offset of -100 is maximum iciness, offset of +483(!!!) is the maximum sludginess BUT things are scaled such that +100 is about the maximum sludginess any reasonable human being would want in a level, 0 is ORIG_FRICTION)
2) not reliant on a sector special to function (can be applied solely by tag to in-map sectors or solid FOF control sectors)
2016-06-02 22:46:27 +01:00
toasterbabe
a8248fb6c9 Added new functionality, reorganised functionality from last commit, cursed a lot. Again, more info in merge request. 2016-05-30 22:44:23 +01:00
toasterbabe
7a1b309653 Making Linedef type 7 less awful. More details (and test file) in merge request. 2016-05-29 20:47:08 +01:00
Alam Ed Arias
e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Alam Ed Arias
98b1254a65 Merge branch 'master' into next 2016-05-27 11:02:44 -04:00
Monster Iestyn
0081397920 OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved 2016-05-27 14:53:36 +01:00
Monster Iestyn
65d9c9e167 P_NetUnArchivePlayers doesn't like having "inline" either 2016-05-27 14:49:11 +01:00
Alam Ed Arias
869d582cc4 Makefile: ignore suggest=attribute for GCC 4.6 and up 2016-05-27 01:55:52 -04:00
Alam Ed Arias
20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias
3297fe11ed P_NetArchivePlayers() is too bad for inline 2016-05-26 23:39:08 -04:00
Alam Ed Arias
0079b4df64 Make: compile Release build will all the speed 2016-05-26 20:39:15 -04:00
Monster Iestyn
8ceba95bfa Fix slope collision detection for the camera
See http://mb.srb2.org/showthread.php?t=41494
2016-05-25 21:10:46 +01:00
Alam Ed Arias
b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias
8e32d978a1 Merge remote-tracking branch 'public/master' 2016-05-25 06:42:01 -04:00
Monster Iestyn
7c78b95a7d This is probably the "correct" way to set maskedtextureheight
Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Monster Iestyn
ab6d4d7aec Remove unused planefunction_t function typedef
(the number of unused things hiding around in SRB2's source code is silly lol)
2016-05-24 14:41:55 +01:00
Monster Iestyn
17346e29c3 Remove unused drawfunc_t function typedef 2016-05-24 14:38:31 +01:00
Alam Ed Arias
b96b999c1e MSVC: Move x86/x64 settings into commons props 2016-05-22 21:55:55 -04:00
Alam Ed Arias
79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias
47ae39ea62 netplay: fix off by 1 2016-05-22 11:03:04 -04:00
Alam Ed Arias
f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Alam Ed Arias
9550f9626b r_opengl.dll: UPX and static link libgcc 2016-05-20 17:36:46 -04:00
Alam Ed Arias
ff5587d1d5 Merge branch 'master' into next 2016-05-19 18:03:56 -04:00
Monster Iestyn
c846b0ab23 Aren't some of these things already added later in sdl/Makefiles.cfg?
* -lSDL2_mixer is already added to SDL_LDFLAGS by default, unless NOMIXER=1 is set
* -DSDLMAIN should also be added to OPTS by default for MINGW=1 builds, unless NOSDLMAIN=1 is set
2016-05-19 16:51:05 +01:00
Alam Ed Arias
e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
Alam Ed Arias
6aa1aeb838 build: include own copy of SDL2main 2016-05-18 22:25:06 -04:00
Alam Ed Arias
ef488d2b03 MSVC: link to SDL2main, then SDL2 2016-05-18 21:41:27 -04:00
Alam Ed Arias
7193df7f75 MSVC: turn off SAFESEH for SDL release builds 2016-05-18 21:28:53 -04:00
Alam Ed Arias
ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias
205d16e3af added unsaved project changed 2016-05-18 20:05:24 -04:00
Alam Ed Arias
a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Alam Ed Arias
bbf9f5adc8 Makefile: use built-in SDL2 and SDL2_mixer for Mingw32 and Mingw64 2016-05-18 16:54:55 -04:00
Monster Iestyn
b4cf7fbc97 Fix player 1 and player 2 affecting whether the other can see skyboxes or not 2016-05-18 18:20:56 +01:00
Monster Iestyn
1e50691e08 Remove extern for unused "oncontinuescreen" variable 2016-05-18 17:41:11 +01:00
Inuyasha
ab7af594d9 Merge branch 'nights-hotfix' into 'next'
NiGHTS hotfix

Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them

These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.

See merge request !71
2016-05-18 07:09:05 -04:00
Alam Ed Arias
5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
e3dac00aa9 If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn
ea1cac8e24 Fix NiGHTS drill constantly starting if you're moving sideways on ground
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
2016-05-15 22:09:22 +01:00
Monster Iestyn
89ce257248 Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
2016-05-14 23:57:56 +01:00