Monster Iestyn
96d329ad49
Merge branch 'next' into portal-fix
2016-04-20 20:46:13 +01:00
Monster Iestyn
dcf1ccb950
Merge branch 'next' into demo-replay-fixes
2016-04-20 20:45:43 +01:00
Monster Iestyn
e0604bb5f3
Merge branch 'master' into next
2016-04-20 20:27:09 +01:00
Monster Iestyn
69b43aee2d
Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that
2016-04-20 20:26:41 +01:00
Monster Iestyn
8d7edbff1a
Merge branch 'next' into gl-slopes
2016-04-20 18:21:49 +01:00
Monster Iestyn
c833f3845f
Merge branch 'next' into bp_random2
2016-04-20 18:18:28 +01:00
Monster Iestyn
e05951e213
Merge branch 'next' into slope-fixes
2016-04-20 18:17:14 +01:00
Monster Iestyn
d47ccb0859
Merge branch 'next' into skybox-hotfix
2016-04-20 18:16:46 +01:00
Monster Iestyn
42b281f06c
Merge branch 'next' into portal-fix
2016-04-20 18:16:16 +01:00
Monster Iestyn
60ec0ff294
Merge branch 'next' into demo-replay-fixes
2016-04-20 18:15:36 +01:00
Monster Iestyn
b797ae9731
Merge branch 'master' into next
2016-04-20 18:05:51 +01:00
Monster Iestyn
0aba2f607b
Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
...
Always wondered why a flag meant for FOF physics was used in the rendering code, lol
2016-04-20 18:04:51 +01:00
Inuyasha
a26989c903
brevity is a virtue or something like that
2016-04-18 21:59:33 -07:00
Inuyasha
18d5d64a4d
error conditions for Lua fixed point math
2016-04-18 14:50:15 -07:00
Monster Iestyn
be7b866e4f
resynch_pak changes
...
* add skidtime, which we forgot before 2.1 release apparently
* change tics from INT16 to INT32
* change eflags from UINT8 to UINT16
* change actionspd/mindash/maxdash from INT32 to fixed_t
2016-04-16 18:40:14 +01:00
Monster Iestyn
f96b830f36
Write/read FOF flags as 32-bit not 16-bit, whoops
2016-04-16 18:06:26 +01:00
Monster Iestyn
7830a9e27b
Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2
...
I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
2016-04-10 20:27:55 +01:00
Monster Iestyn
11c24f5ab6
Merge branch 'next' into gl-slopes
...
# Conflicts:
# src/hardware/hw_main.c
2016-04-09 22:12:29 +01:00
Alam Ed Arias
b9eed02123
whitespace clean
2016-04-07 16:34:36 -04:00
Inuyasha
3b4b7a05fd
Better CTF in splitscreen, no death message for spectators
2016-04-06 19:55:58 -07:00
Inuyasha
0dd92e9396
V_DrawFill in OGL now consistent with software
2016-04-06 18:33:38 -07:00
Inuyasha
3117a6a16e
Splitscreen fixes
...
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Inuyasha
5aea82ec91
Some drawing code cleanup
...
Fixed mashing buttons during fades causing crashes,
messed up behavior, record attack anywhere,
all the damn stupid bugs that it caused, basically
2016-04-06 18:01:01 -07:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Inuyasha
e91cfa7110
Fixed frustrating MIDI stuff
...
Until we use something besides Native MIDI to play
back MIDI music, MIDI volume changing is disabled
since it causes way too much of a damn headache.
(It's not even our fault, it's fucking MS.)
2016-04-06 08:16:13 -07:00
Monster Iestyn
29f0301540
Whoops
2016-04-05 21:21:45 +01:00
Monster Iestyn
e8a4d7b7b8
Fix replay camera not being turnable when climbing, sliding ...and several other things.
...
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Monster Iestyn
1df25050be
Merge branch 'next' into bp_random2
2016-04-05 17:26:05 +01:00
Monster Iestyn
93a1e46f1c
Merge branch 'next' into slope-fixes
2016-04-05 17:19:28 +01:00
Monster Iestyn
acdba7316c
Merge branch 'next' into skybox-hotfix
2016-04-05 17:18:48 +01:00
Monster Iestyn
53b093b197
Merge branch 'next' into portal-fix
2016-04-05 17:18:08 +01:00
Monster Iestyn
69a58d8369
Fix lighting parity between resolutions for sprites and FOFs
2016-04-05 15:33:55 +01:00
Monster Iestyn
7a369a5650
Turns out boss thing types re-setting mthing->z is a left-over from 1.09.4 and older versions
...
Apparently bosses and players used to use options >> 5 instead of 4 for z heights, or so it seems
2016-04-05 12:39:53 +01:00
Monster Iestyn
48e3b5e37d
Corrected botch-up with plane viewangles, slope planes probably broke because of the last commit
2016-04-05 10:43:56 +01:00
Monster Iestyn
44fe6e0533
Fix sky rendering when visportals are on-screen.
...
They now render the same way they would if you were actually at the other side of each portal. Why didn't they do this before?
2016-04-04 21:46:51 +01:00
Monster Iestyn
3c5a8b806d
Fix slope planes rendering at wrong heights when visportals are visible on-screen
2016-04-04 20:49:01 +01:00
Inuyasha
1db51f5a23
doomed# 750 shouldn't ever spawn objects
2016-04-03 19:49:27 -07:00
Monster Iestyn
5f3beb6899
Fix M_PI not being defined for Visual Studio
2016-04-02 20:09:00 +01:00
Monster Iestyn
cf89a5bb11
Removed obsolete PORTAL_LIMIT macro
2016-04-02 17:04:23 +01:00
Monster Iestyn
aab5e656ea
removed unused "total" variable in P_GroupLines
2016-04-02 17:01:58 +01:00
Monster Iestyn
892776ee87
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git
2016-04-01 19:55:42 +01:00
Inuyasha
557a237290
disable patch.dta in master
2016-03-31 21:56:49 -07:00
Inuyasha
50d3fe15b8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/d_main.c
# src/doomdef.h
2016-03-31 21:17:29 -07:00
wolfy852
033090b2c8
Remove p_fab.c from Code::Blocks project
2016-03-31 20:47:57 -05:00
Alam Ed Arias
1c16943be8
Merge branch 'next' into bp_random2
2016-03-31 21:44:03 -04:00
Alam Ed Arias
b45b9801d6
Merge branch 'next' into slope-fixes
2016-03-31 21:43:51 -04:00
Alam Ed Arias
d2241ce30a
Merge branch 'next' into skybox-hotfix
2016-03-31 21:42:59 -04:00
wolfy852
f3f2c59622
Remove p_fab.c
2016-03-31 20:42:01 -05:00
Inuyasha
816990a3ed
Merge branch 'polyobj-teeter-fix' into 'next'
...
Fix for teetering on PolyObjects
So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.
What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.
There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.
See merge request !54
2016-03-31 20:55:28 -04:00
Inuyasha
042331edd5
Merge branch 'patch-scaling-flip-fix' into 'next'
...
Fixes for patch scaling and V_FLIP usage
The following issues are fixed by this branch:
* a patch using both scaling and V_FLIP does not appear in the "correct" place on the screen. Thanks to LJSonic for pointing this out to me on 'fun
* Scaled and/or V_FLIPed patches wrap at the left/right screen edges even though they're not supposed to. V_FLIP patches at these edges may also crop the wrong side of the patch if they're at the right edge.
See merge request !60
2016-03-31 20:21:51 -04:00