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
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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
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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
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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
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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
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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
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
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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
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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
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)
...
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(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