SteelT
e3a5164ddf
Merge branch 'deadzone-sigfpe-fix' into 'master'
...
Fix division-by-0 crash from 100% gamepad deadzones, and lack of input from 0% deadzones
See merge request STJr/SRB2!838
2020-03-18 15:39:04 -04:00
SteelT
bd058ecc4b
Merge branch 'viewpointswitch-fix' into 'next'
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Fix incorrect newdisplayplayer in forced ViewpointSwitch
See merge request STJr/SRB2!814
2020-03-18 15:34:18 -04:00
LJ Sonic
38bcfe4997
Merge branch 'screenshot-menu-header' into 'master'
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Actually use the "SCREENSHOT OPTIONS" header for its menu.
See merge request STJr/SRB2!832
2020-03-18 10:56:35 -04:00
LJ Sonic
c43ca31dc2
Merge branch 'increase-input-buffer' into 'next'
...
Increase the length of the player input buffer
See merge request STJr/SRB2!835
2020-03-18 09:49:14 -04:00
Monster Iestyn
31b1188a3e
Merge branch 'master' into next
2020-03-15 20:32:43 +00:00
LJ Sonic
0a54c40ff4
Merge branch 'fix-playernode-crash' into 'next'
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Fix buffer overrun with players with no associated node
See merge request STJr/SRB2!810
2020-03-15 15:36:45 -04:00
Monster Iestyn
3f43dd22f9
Merge branch 'skins-refactor' into 'master'
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Skins refactor
See merge request STJr/SRB2!843
2020-03-15 15:31:49 -04:00
Zachary McAlpin
569034d3a9
Call LUAh_GameQuit in I_GetEvent in if the event is SDL_Quit and if you are in a playing session
...
Time for the ultimate testing to see if I get any undefined reference compiling errors
2020-03-15 10:47:55 -05:00
Zachary McAlpin
2052ee1144
Check if you are playing a game then execute `LUAh_GameQuit
` if you are in Command_quit_f and Command_ExitGame_f
2020-03-15 10:34:43 -05:00
Zachary McAlpin
8b7f93d50a
Revert "Let's just call LUAh_GameQuit in I_Quit anyways"
...
This reverts commit 7c65577336
.
2020-03-15 10:33:24 -05:00
Zachary McAlpin
766ca2f5a5
Since exitgame shuts down the server if you are running a dedicated server I may as well allow the hook to run for the dedicated server as well
2020-03-15 00:54:06 -05:00
Zachary McAlpin
7c65577336
Let's just call LUAh_GameQuit in I_Quit anyways
2020-03-15 00:39:46 -05:00
Zachary McAlpin
0e56202d63
Let's just call LUAh_GameQuit in Command_ExitGame_f during its execution if you are in game and are not a dedicated server
2020-03-15 00:28:41 -05:00
Zachary McAlpin
b067d1e134
Revert "Call `LUAh_GameQuit
` in 2 places."
...
This reverts commit a329ca43ba
.
2020-03-15 00:08:57 -05:00
Zachary McAlpin
a329ca43ba
Call `LUAh_GameQuit
` in 2 places.
2020-03-15 00:53:05 -04:00
Zachary McAlpin
de9dc43b21
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into gamequit-hook
2020-03-14 22:55:40 -05:00
Steel Titanium
efab0f479c
Merge branch 'master' into next
2020-03-14 22:21:12 -04:00
SteelT
49001b207e
Merge branch 'nadraw-fix' into 'master'
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Fix NiGHTS Attack crash after render mode change
See merge request STJr/SRB2!837
2020-03-14 22:19:35 -04:00
SteelT
88fff119ea
Merge branch 'hwrflipcolchromakey' into 'master'
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Fix HWR_DrawFlippedColumnInCache ignoring chroma key TF
See merge request STJr/SRB2!826
2020-03-14 22:13:19 -04:00
SteelT
e80a09a651
Merge branch 'tex' into 'master'
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Replace NextTexAvail with glGenTextures
See merge request STJr/SRB2!828
2020-03-14 22:12:02 -04:00
SteelT
2d16281d86
Merge branch 'acz-fence' into 'master'
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Fix ASTBlendPixel blending with nothing
See merge request STJr/SRB2!827
2020-03-14 22:11:23 -04:00
Zachary McAlpin
f97187f59b
Revert "Call LUAh_GameQuit in Command_ExitGame_f"
...
This reverts commit 2b16971137
.
2020-03-12 22:31:48 -05:00
Zachary McAlpin
7ec241c59e
Revert "Don't execute LUAh_GameQuit in Command_ExitGame_f if you are in a multiplayer game"
...
This reverts commit bef49f5660
.
2020-03-12 22:31:39 -05:00
Zachary McAlpin
bef49f5660
Don't execute LUAh_GameQuit in Command_ExitGame_f if you are in a multiplayer game
2020-03-12 20:51:16 -05:00
Zachary McAlpin
2b16971137
Call LUAh_GameQuit in Command_ExitGame_f
2020-03-12 20:15:21 -05:00
Zachary McAlpin
4d144f2e40
No longer call LUAh_GameQuit in D_QuitNetGame
2020-03-12 19:59:50 -05:00
Zachary McAlpin
4d7f64a53d
Let's call LUAh_GameQuit in D_QuitNetGame since that function is still called outside of netgames
...
However, the D_QuitNetGame function returns early if you are not in a netgame.
2020-03-12 12:45:41 -05:00
Zachary McAlpin
bb08b55b43
Created GameQuit hook, but I need to decide where to execute it
2020-03-12 12:22:04 -05:00
Monster Iestyn
ddc0762ecc
Merge branch 'master' into next
2020-03-09 19:53:08 +00:00
Monster Iestyn
db6a3bbd1f
Merge branch 'archive-sprite2-hotfix' into 'master'
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Archive sprite2 Hotfix
See merge request STJr/SRB2!845
2020-03-09 15:50:55 -04:00
LJ Sonic
5e705b84ae
Merge branch 'patch-1' into 'master'
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Fix desyncs never recovering if node and player mismatch
See merge request STJr/SRB2!842
2020-03-09 12:56:41 -04:00
Monster Iestyn
40e728fdb5
One line fix: don't assume 0 (aka SPR2_STND) is the default value for sprite2, but rather what the state sets for it
...
This fixes some issues with a custom character tested during netplay, which did not have SPR2_WAIT sprites and therefore fell back to SPR2_STND sprites. Unfortunately, the fact they used SPR2_STND instead meant the sprite2 was not synced at all!
2020-03-09 15:04:22 +00:00
Monster Iestyn
f4cb6e1f5e
Include r_skins.h instead of r_things.h in many files where all they wanted from it was skins stuff
...
(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
2020-03-09 13:54:56 +00:00
Monster Iestyn
1dd4ed4afa
Reorganise r_things.h
2020-03-08 21:17:30 +00:00
Monster Iestyn
e81ef824d6
Set the "spritename" variable within R_AddSingleSpriteDef rather than externally to it, since R_InstallSpriteLump is the only place it gets used anyway
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This way we don't have to make it some extern in order for r_skins.c to use it
2020-03-08 19:51:18 +00:00
Monster Iestyn
37ecb47436
update Makefile, CMakeLists.txt and MSVC project files
2020-03-08 19:48:23 +00:00
Monster Iestyn
b2d9697e07
remove r_skins.c include in r_things.c, on second thoughts
2020-03-08 19:36:56 +00:00
Monster Iestyn
a67dbfff54
Create r_skins.c/.h, to contain skins code formerly in r_things.c/h
2020-03-08 19:32:07 +00:00
colette
ce29129f3a
Fix resyncs never recovering if node and player mismatch
2020-03-08 13:09:39 -04:00
Tatsuru
be338da3f6
I guess
2020-03-08 14:06:18 -03:00
Steel Titanium
e5270ad9c7
Fix guest data being deleted regardless of choice
2020-03-08 00:34:15 -05:00
Steel Titanium
a3f3dd649f
Fix guest deletion confirmation returning to Record Attack menu from Nights Mode menu
2020-03-08 00:02:43 -05:00
SteelT
bb56aa603f
Merge branch 'ss-damage-fix' into 'next'
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Fix Special Stages crashing upon taking damage
See merge request STJr/SRB2!839
2020-03-06 17:59:57 -05:00
Zipper
4b28e19d16
Update p_inter.c
2020-03-05 18:48:20 -05:00
Zipper
4d8a523da9
Update p_inter.c
2020-03-05 18:30:27 -05:00
ZipperQR
da9bf34175
fix source player being nil
2020-03-05 12:26:27 +03:00
Zwip-Zwap Zapony
bce6349b1d
More gamepad deadzone tweakage
2020-03-04 21:44:57 +01:00
Zwip-Zwap Zapony
df220aa2c2
Hotfix for 100% deadzone returning 0 input
...
It makes more sense for 100% deadzone to just make it so that
you have to push the axis all the way to trigger it,
rather than 100% deadzone resulting in no axis input
ever happening... So, let's make it be the former way instead
2020-03-04 21:11:55 +01:00
Zwip-Zwap Zapony
27e084a827
Fix division-by-0 crash with gamepad deadzones
...
Fix division-by-0 crash with gamepad deadzones
The problem was that it checked if A was more than B,
then lowered A to a max value, then subtracted B from A,
then divided something by that, without checking if A minus B was 0,
allowing division by 0 if B was the same as that max value
This fixes that by making sure that A is less than the max value
2020-03-04 17:31:52 +01:00
Jaime Passos
b8db3e2216
Fix NiGHTS Attack crash after render mode change
2020-03-04 09:42:34 -03:00