Alam Ed Arias
b566036661
libs: include SDL2 and SDL2_mixer
2016-05-18 01:53:35 -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
yoshibot
928c6acf4b
Simplify OS X bundle resource discovery, fix a sigsegv
2016-05-17 22:56:49 -05:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
9900a290ce
Merge branch 'master' into next
2016-05-16 16:33:05 -04:00
Alam Ed Arias
a12733f480
travis: move mkdir to before_script step
2016-05-16 16:27:41 -04:00
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.
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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
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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)
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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
Monster Iestyn
f579a12d2c
Fix up more Lua error messages to be more meaningful (and work properly, in some cases)
2016-05-14 23:52:40 +01:00
Monster Iestyn
947e8c56ec
Removed redundant momx/momy assignment from NiGHTS movement code.
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Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Alam Ed Arias
dff64b854a
remove blank lines at EOF of new files
2016-05-13 00:12:51 -04:00
Inuyasha
a595f2369c
fix infinite bounce rings
2016-05-12 13:52:41 -07:00
Monster Iestyn
00516e5e9f
Update comment stating visplane_t size in bytes
2016-05-12 18:02:44 +01:00
Inuyasha
3235351b99
And now Lua yells at you for doing what I just fixed
2016-05-11 14:33:50 -07:00
Inuyasha
fbce35d27e
cast P_Random(Key/Range) PRNG calls to INT64 to preserve old behavior
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(it's still technically "undefined" behavior anyway)
2016-05-11 13:54:40 -07:00
Alam Ed Arias
a529dca69f
SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it
2016-05-10 18:20:14 -04:00
Monster Iestyn
70a72baabc
Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way
2016-05-10 20:19:42 +01:00
Alam Ed Arias
d89890ff85
tables: slipts the loops tables into diff files
2016-05-10 10:54:59 -04:00
Alam Ed Arias
be0c062c5b
Precache: fix off by one, making the precache code write into memory it should not be touching
2016-05-09 20:10:14 -04:00
Alam Ed Arias
d9298edec1
build: this script needs bash, not ash
2016-05-09 20:08:35 -04:00
Inuyasha
a9be5ba867
fixed memory issues Alam running valgrind found
2016-05-08 20:34:43 -07:00
Inuyasha
987f65fde8
Merge branch 'demo-replay-fixes' into 'next'
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Demo replay fixes
Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668 ), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)
See merge request !66
2016-05-07 06:17:39 -04:00
Inuyasha
6db957c9ed
Merge branch 'analog-netgame-camera-fix' into 'next'
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Fix F12ing an analog player changing cam_rotate
I didn't test this but it looks like it would work. Idk.
See merge request !70
2016-05-07 06:06:06 -04:00
Nipples the Enchilada
fe20a35aee
Disable camera rotate buttons if you aren't viewing yourself
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They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Inuyasha
1c81f192d8
it isn't settled until you add in the deprecation warning
2016-05-06 21:52:00 -07:00
wolfy852
5e50a51386
[2.1.15] Restore backwards compatibility for tan()
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DO NOT MERGE THIS INTO THE INTERNAL REPO. This is a temporary 2.1.15 only fix. This commit allows an optional boolean for tan(), which when true will automatically shift angles by ANGLE_90.
2016-05-06 17:48:28 -05:00
Inuyasha
604ae7d072
move variable fetching from Lua out of min/max macros
2016-05-05 19:23:46 -07:00
Monster Iestyn
c8cdded81e
Multiply downwards thrust on slopes by the actual "gravity" variable. Also account for mobj scale (it affects gravity added in P_CheckGravity, so it makes sense here).
2016-05-05 18:19:06 +01:00
Monster Iestyn
857cd32369
step through light heights too if there is an overflow for a midtexture column
2016-05-05 17:49:57 +01:00
Inuyasha
ce4b5db494
organize conditions in a more optimized way
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the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.
it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha
5e8be250a7
fix going under FOFs causing artifacts
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i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha
cd877fea1f
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-05-05 02:32:29 -07:00
Inuyasha
4274fb7b92
I hate FOFs; attempted to fix extra tall FOFs breaking
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Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Wolfy
0549ac270b
Merge branch 'toast_credits' into 'next'
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One more name in the credits
I probably messed up by making toast_credits based on master instead of next. If that's blocking, just delete this branch and I'll re-do it. It's a single line, though - shouldn't exactly matter so much.
Could probably stand to be merged into Internal as well, since I hadn't actually worked on any textures when we'd updated the credits there.
See merge request !69
2016-05-04 16:25:16 -04:00
toasterbabe
a4a5ac161f
One line through selfish methods. Probably works in both Next and Internal.
2016-05-04 20:14:24 +01:00
Inuyasha
bd935a6a5c
that should be skin2, not skin
2016-05-04 05:45:18 -07:00
Inuyasha
93a9b0cc84
update patch stuff again.
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please don't make me do this again.
2016-05-04 05:43:05 -07:00
Inuyasha
652ddfef9a
invalid skins when starting a local game no longer break
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see https://mb.srb2.org/showthread.php?t=41370
2016-05-04 03:23:29 -07:00
Inuyasha
460620ff8a
Merge branch 'gl-slopes' into 'next'
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OpenGL slopes
Exactly what it says on the tin, obviously.
See merge request !68
2016-05-03 19:39:38 -04:00
Monster Iestyn
2954a43ce0
Merge branch 'next' into demo-replay-fixes
2016-05-03 15:29:57 +01:00
Monster Iestyn
2c221da453
Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now"
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This created HOMs in THZ2's skybox, ack.
This reverts commit eba382df1b
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2016-05-03 15:26:54 +01:00
Monster Iestyn
300275534f
Merge branch 'next' into demo-replay-fixes
2016-05-03 15:10:30 +01:00
Inuyasha
8adacf7c32
update to use 2.1.15 assets
2016-05-03 06:02:52 -07:00
Inuyasha
782f6e9330
dupx and dupy are important for Lua too
2016-05-02 22:25:00 -07:00
Monster Iestyn
f0bea2cebf
Merge branch 'next' into gl-slopes
2016-05-02 22:51:51 +01:00
Monster Iestyn
eba382df1b
Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now
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Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
2016-05-02 22:08:14 +01:00
Monster Iestyn
b5afc70cc8
Hack to fix DSZ2 left route waterslide: apply Red's step up changes only to slopes
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that is, I believe slopes are why he added this code anyway *shrugs*
2016-05-02 17:04:28 +01:00
Inuyasha
7c79bbc0b3
Proper overflow checking, applied to FOFs and midtex's too
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This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Inuyasha
37575d2219
Revert "Another thing that probably needed to check for slopes"
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This breaks plane display for thok barriers
This reverts commit ee00da6a74
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2016-05-02 04:08:48 -07:00