Commit graph

424 commits

Author SHA1 Message Date
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
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
Furyhunter
f7c463418e Merge branch 'actual-blockmap-fix' into 'next'
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'
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'
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'
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)"
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
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
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
Ronald Kinard
649dd7bd8d Fix SDL2 searching for main when it wasn't necessary. 2015-03-31 18:00:14 -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
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
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
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-
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
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)
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.
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
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00