Jaime Ita Passos
090f304f33
Use 64-bit x/y in R_GetSlopeZAt
2021-04-28 22:00:20 -03:00
Jaime Ita Passos
1cf13a22e4
Merge branch 'next' into polyobject-ffloor-fix
2021-04-28 20:29:41 -03:00
Monster Iestyn
b8ba2c5b70
Merge branch 'next' into load-netgame-error-fixes
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# Conflicts:
# src/d_clisrv.c
2021-04-28 18:08:48 +01:00
Jaime Ita Passos
8f47a7e9cc
Prevent texture wobbling on planes with no flat alignment
2021-04-27 22:59:06 -03:00
Jaime Ita Passos
0fba870a35
Revert "Use floating point trig in R_SetSlopePlane"
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This reverts commit 63761a2d07
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2021-04-27 22:54:56 -03:00
Jaime Ita Passos
63761a2d07
Use floating point trig in R_SetSlopePlane
2021-04-27 20:42:59 -03:00
Jaime Ita Passos
1c6296653a
Use floating point GetSlopeZAt for the texture origin vector
2021-04-27 20:32:41 -03:00
Jaime Ita Passos
e4b8dc6584
Fix sloped plane offsets in Software, and fix rotated flat alignment in OpenGL.
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+ unrelated slope plane optimizations in Software
2021-04-27 19:01:09 -03:00
Zwip-Zwap Zapony
21da6ce704
Auto-crop at splitscreen borders
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V_DrawCroppedPatch will no longer go beyond splitscreen borders when V_PERPLAYER is used
2021-04-27 21:30:00 +02:00
Jaime Ita Passos
548554431b
Handle invalid blend modes properly
2021-04-27 00:20:41 -03:00
Jaime Ita Passos
85c53b35cd
Use old routine for PO2 spans
2021-04-26 22:17:03 -03:00
Vincent Robinson
f437d6afec
Add linedef specials for multitagging in binary maps
2021-04-26 16:27:39 -07:00
LJ Sonic
1355a82aa5
Merge branch 'final-hours' into 'next'
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Last-minute fixes
See merge request STJr/SRB2!1483
2021-04-26 18:33:42 -04:00
LJ Sonic
3491112818
Update copyright date
2021-04-27 00:33:24 +02:00
LJ Sonic
0d4d3a5207
Revert "Lua: ensure order of MIN, MAX possible values"
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This reverts commit c51c478740
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2021-04-26 21:11:24 +02:00
LJ Sonic
cd4cfba500
Delete faulty return
2021-04-26 21:10:32 +02:00
Monster Iestyn
34fa977192
move the old "can't load the level" error to its proper place, added specific error messages for all the times that unarchiving Lua banks can fail
2021-04-26 19:07:11 +01:00
LJ Sonic
664f5fe5b1
Merge branch 'erz3-tol' into 'next'
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Give TOL_ERZ3 an appropriate identifier (closes #516 )
Closes #516
See merge request STJr/SRB2!1471
2021-04-26 06:08:31 -04:00
LJ Sonic
7d167f531b
Merge branch 'lua-minmax-plus' into 'next'
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Let Lua cvars use preset values in addition to MIN and MAX
See merge request STJr/SRB2!1480
2021-04-26 06:06:58 -04:00
LJ Sonic
83a80106b1
Merge branch 'cvar-zstring-fix' into 'next'
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Unset zstring if a preset value is used
Closes #487
See merge request STJr/SRB2!1479
2021-04-26 05:55:14 -04:00
Steel Titanium
7cd41a8eb7
Compile with -rdynamic on UNIXCOMMON platforms
2021-04-26 03:48:38 -04:00
James R
92aeadc36b
It is impossible for a string to be allocated in this case
2021-04-25 22:01:40 -07:00
James R
85914cc7cd
Free zstring when switching to preset value
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This is only applicable for bounded cvars (MIN, MAX),
since otherwise there's no way to allocate a zstring.
2021-04-25 21:55:04 -07:00
James R
c51c478740
Lua: ensure order of MIN, MAX possible values
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Cvars could now have a range (MIN, MAX) plus some preset
values, but Lua could not take advantage of this due to
table order not being guaranteed.
2021-04-25 21:51:24 -07:00
Sally Coolatta
4bafd62271
Only return skin string number if it existed
2021-04-25 18:44:07 -04:00
Sally Coolatta
92107f28d5
Add string variable for unlockables and emblems
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Skin unlockables / skin emblems are now checked at runtime to see if there's any matches.
2021-04-25 17:54:47 -04:00
Sally Coolatta
f0b9e0e415
Default to first usable skin instead of 0, I_Error if none are usable
2021-04-25 16:38:33 -04:00
LJ Sonic
d18fc8882f
Merge branch 'dont-load-dont-unload' into 'next'
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Fix a dedicated crash in Special Stage intermissions (2.2.9 RC1)
See merge request STJr/SRB2!1475
2021-04-25 16:35:46 -04:00
LJ Sonic
1d07fc2de3
Merge branch 'spritedef-add-hotfix' into 'next'
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Spritedef add hotfix
See merge request STJr/SRB2!1476
2021-04-25 16:34:39 -04:00
LJ Sonic
1e394a80bf
Merge branch 'possible-netgame-quit-crash-hotfix' into 'next'
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Possible netgame quit crash hotfix
Closes #487
See merge request STJr/SRB2!1477
2021-04-25 16:33:49 -04:00
Sally Coolatta
382c0aa7de
Fix overshadowed declaration
2021-04-25 16:27:15 -04:00
Monster Iestyn
70939a7a3d
Set "allocated" flag to off if setting a string from PossibleValue afterwards, or if not setting a new value at all.
2021-04-25 21:08:12 +01:00
LJ Sonic
02ee480abe
Merge branch 'gl-colormapped-epolyflag' into 'next'
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Fix uninitialized reads in PreparePolygon
See merge request STJr/SRB2!1392
2021-04-25 14:19:24 -04:00
sphere
a90642bfa9
Merge branch 'ogl-midtexture-zfighting-fix' into 'next'
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Render midtextures on two-sided lines with a z-buffer offset
See merge request STJr/SRB2!1376
2021-04-25 14:02:02 -04:00
Monster Iestyn
65624bf6c0
Change numadded counter to UINT16 instead of UINT8, to allow for more sprites properly
2021-04-25 19:01:51 +01:00
Tatsuru
376d6cd6a2
Don't try to free patches in dedicated
2021-04-25 14:26:43 -03:00
Sally Coolatta
8278e621fb
Removed skin->availability
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Locked skins now are a specific unlockable type, instead of being tied to the skin's properties.
This has plagued custom gamedata since 2.2 launch. It's extremely obnoxious having to set aside random numbers as dummy unlockables just to ensure that Amy Fang & Metal are unlocked from the start in a custom map pack.
Other changes made to accommodate this:
- R_GetSkinAvailabilities is now created from the list of unlockables set to skin type. (1st skin unlockable defined is (1), 2nd skin unlockable defined is (1 << 1), etc...)
- The "Added skin x" print shows up when loading addons but not at all for the base game, because the previous behavior of hiding based on if the skin was locked would now require iterating unlockables, which felt wrong to do during that stage of the loading process
- I noticed in my test wad that Sonic&Tails would give you Sonic&Sonic out if Tails was locked. I fixed that by making both skins required to show the character select option.
Mods that reserved empty dummy unlockables for Amy Fang and Metal won't have to do anything. Mods that wanted to re-lock them behind different requirements will have to update, but in the future they will not have to be in specific slots. Additionally, now Sonic Tails and Knuckles can also be locked for mods.
2021-04-25 07:18:32 -04:00
Zwip-Zwap Zapony
acff5c1ada
Merge branch 'next' into drawcroppedpatch-improvements
2021-04-25 10:15:16 +02:00
Radicalicious
e510e71617
Remove fire shield flash
2021-04-23 15:50:48 -04:00
Tatsuru
4f2f94d02d
Compatibility with the current identifier
2021-04-21 22:22:37 -03:00
Tatsuru
da56e84d2c
Change TOL_ERZ3 identifier
2021-04-21 22:17:16 -03:00
Sally Coolatta
57d81ddb21
Kart cmd->latency port
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Nev3r was talking about something that would've been drastically improved with this, and it is really simple, so I ported it :)
2021-04-21 19:58:14 -04:00
GoldenTails
e7156db79d
Allow Lua to draw level title strings, and get the width and height of what would be drawn
2021-04-20 23:52:25 -05:00
GoldenTails
43c21edcbd
Send IntermissionThinker and intermission hud hooks stagefailed
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2021-04-20 23:52:25 -05:00
GoldenTails
aa54a04c9e
Allow Lua to stop the intermission level title strings from drawing
2021-04-20 23:52:25 -05:00
GoldenTails
6c4e7e13e0
Allow Lua to disable the emeralds that appear in the Special Stage intermission.
2021-04-20 23:52:25 -05:00
Sally Coolatta
ce3c5e081e
Missed a few lines in the prev commit
2021-04-20 22:19:56 -04:00
Sally Coolatta
8f01e85ade
Allow spaces in captions defined in SOC
2021-04-20 22:10:11 -04:00
Jaime Ita Passos
77b8578d04
Add ease Lua library
2021-04-19 21:42:00 -03:00
Sally Coolatta
41f492f2f9
Don't award any potentially cheesable bonuses if the stage was failed.
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Time Bonus is 0'd out if the stage was failed, since you can defeat the whole point of it if the stage lets you fail it immediately. Same with Guard Bonus -- it's not really a no-hit run if you didn't interact with anything.
Kept others that are more effort-based like Ring Bonus to give the player a little bit of partial credit, especially since Special Stages do this too.
2021-04-19 17:59:55 -04:00