Commit graph

1410 commits

Author SHA1 Message Date
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
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.
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
(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
Alam Ed Arias
398dbed4ed Merge branch 'public_next' into master 2016-05-07 11:35:05 -04:00
Inuyasha
987f65fde8 Merge branch 'demo-replay-fixes' into 'next'
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'
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
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
Alam Ed Arias
67fb05cb2a Merge branch 'public_next' into master 2016-05-06 23:27:26 -04:00
Alam Ed Arias
d253571b38 Revert "[2.1.15] Restore backwards compatibility for tan()"
This reverts commit 5e50a51386.
2016-05-06 23:26:33 -04:00
wolfy852
5e50a51386 [2.1.15] Restore backwards compatibility for tan()
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
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn
024eb3d0c1 Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git 2016-05-06 18:05:43 +01:00
Inuyasha
604ae7d072 move variable fetching from Lua out of min/max macros 2016-05-05 19:23:46 -07:00
toasterbabe
a0766fa1ec One line through selfish methods. Probably works in both Next and Internal. 2016-05-05 20:11:11 -05:00
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
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
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
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'
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.
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
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'
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"
This created HOMs in THZ2's skybox, ack.

This reverts commit eba382df1b.
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
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
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
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"
This breaks plane display for thok barriers

This reverts commit ee00da6a74.
2016-05-02 04:08:48 -07:00
Inuyasha
bb9098b532 Merge branch 'portal-fix' into 'next'
Fix portal and plane/sky interaction

More portal-related fixes:
* Fixes rendering issue 4 from issue #21 (Slope planes render with wrong height values when visportals are visible on-screen)
* Fixes sky rendering through portals, so that the sky you see through each portal is what you'd expect to see if you were actually there. Easiest way to see what I mean is through sky 22's planet, in a map with portals at 90 degrees to the other sides respectively (the example map on the wiki for ld40, for instance).

See merge request !65
2016-05-01 22:03:37 -04:00
Monster Iestyn
2ddde83601 General improvements to Lua error messages for out-of-bounds stuff.
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
2016-05-01 22:14:42 +01:00