Commit graph

1841 commits

Author SHA1 Message Date
Monster Iestyn
5e6bf9e340 probably best if we did this instead actually 2016-08-29 23:24:59 +01:00
Monster Iestyn
df7c8482e4 If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights 2016-08-29 23:21:57 +01:00
Monster Iestyn
74e7433a92 Upper Unpegged on an FOF's control linedef now enables skewing of walls with respect to slopes
Skewing direction is decided per in-level wall by the Lower Unpegged flag on in-level linedefs themselves, since they already decide the stuff for FOF wall pegging as it is. That is unless Transfer Line is involved which moves everything to the control sector linedefs instead...
2016-08-29 22:42:06 +01:00
toasterbabe
3bad307e2d Sorry, Inu. 2016-08-28 20:46:56 +01:00
Monster Iestyn
21aa444943 Merge branch 'cutscene-switch-fix' into 'next'
Cutscene switch fix

Yet another fix for SUGOI, lol: apparently going from a final level's post-cutscene straight to a custom credits cutscene gets the latter stuck forever in the first scene (because the game accidentally stops the cutscene responder from realising the custom credits cutscene is running). This branch of course makes a fix for that.

See merge request !108
2016-08-28 13:40:44 -04:00
Monster Iestyn
454b705d32 Merge branch 'wall-collision-fix' into 'next'
Wall collision fixes

Fixes included in this branch:
* A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
* A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
* A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
* A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
* ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/

See merge request !104
2016-08-28 13:33:14 -04:00
toasterbabe
e8775419d1 Removed now-irrelevant braces. 2016-08-28 14:09:15 +01:00
toasterbabe
25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe
c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe
50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +01:00
Monster Iestyn
2a6a21a4a2 Solid midtextures now account for "infinite" repeats 2016-08-27 17:14:21 +01:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
Monster Iestyn
0092e49d37 Merge branch 'next' into public_next 2016-08-27 15:48:08 +01:00
toasterbabe
d17843aee1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites 2016-08-26 20:48:48 +01:00
Monster Iestyn
544974ee35 Merge branch 'fixed_new_new_spriteframe_angle' into 'master'
Fixed new new spriteframe angle

@Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot. This is the smallest possible change that fixes the crash.

This is a one line change exclusively modifying an edge case for a feature which isn't available in public builds. Therefore, it SHOULD require (almost) zero code review, and I would've committed directly to master if I had the ability to do that (and the desire to disregard ettiquette). Please help me out here.

See merge request !38
2016-08-26 15:46:39 -04:00
toasterbabe
8a244c1816 Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot.
This is the smallest possible change that fixes the crash.
2016-08-26 16:09:43 +01:00
Monster Iestyn
96f74a3a17 Merge branch 'master' into next 2016-08-25 19:19:53 +01:00
Wolfy
831c29ead7 Merge branch 'climbingshit2_electricboogaloo' into 'master'
Climbing shit 2 electric boogaloo: an adventure in how much toast hates how the ogl renderer was implemented

Fixed Knuckles being able to climb in space in OpenGL.

Using the last-touched line instead of R_IsPointInSubsector because FLOAT_TO_FIXED is bad in P_ functions

To understand the original problem: look at AjustSegs(void) in hw_bsp.c. It reallocates the vetex_t pointers for lines as POLYVERTEX_T pointers, and of COURSE things are gonna get wacky when you're casting pointers.

This merge request is into master because it's a bug that's IN master and must never reach the public because of how bad it is

See merge request !101
2016-08-25 14:18:44 -04:00
Monster Iestyn
ab3f677e66 F_EndCutScene now sets cutsceneover to true BEFORE running Y_EndGame and the like, not AFTER 2016-08-25 17:58:54 +01:00
toasterbabe
41b3b3c5bd GCC 4.6 and lower fix 2016-08-22 23:42:06 +01:00
Monster Iestyn
ead52294ab THE LINES LIVE AGAIN (initial horizon lines work commit) 2016-08-21 21:17:47 +01:00
Monster Iestyn
fd5297ee6c Merge branch 'fix-obj-step' into 'next'
Fix non-player objects having busted step-up/down on slopes

Why the fuck did I make this a player conditional in the first place holy shit

See merge request !103
2016-08-20 18:08:11 -04:00
toasterbabe
79297d0cd7 Woops. 2016-08-20 17:34:59 +01:00
toasterbabe
c08e9674be As requested by Nev3r and VAda, seperating MF_PAPER into FF_PAPERSPRITE and MF_PAPERCOLLISION. 2016-08-20 15:15:48 +01:00
toasterbabe
ef6c2510a2 Did a few things to make this better.
* Reorganised R_DrawVisSprite to do less needless variable calculation.
* Corrected some clipping oversights.
* Made a few comments clearer.
2016-08-20 12:18:00 +01:00
Inuyasha
f3639489ab Merge branch 'moredisabling_hudstuff' into 'next'
Allowing the disabling of Match/CTF/Miscellaneous Ringslinger HUD elements

Does what it says on the tin.

Requested by Lat and Speedwagon, selfishly also desired because of Thokker, open and shut. If 2.1.16 is delayed, might as well get some goodwill-raising zero-effort stuff in there.

See merge request !106
2016-08-20 01:34:23 -04:00
Inuyasha
44df9358dd If the game becomes modified during a record attack run, end it
RA menu can be opened if the game is modified, but Start can't be selected. (Obvious reason: so scripts to display info can be used easier)
Fixed the stupid background for messages in the Record Attack menu, it was bugging me
2016-08-19 22:18:43 -07:00
toasterbabe
7d5bda709a Sorting is fixed! Turns out rover isn't a FOF, it's another sprite. Thanks @RedEnchilada for noticing this oversight!!
http://gfycat.com/EsteemedPleasedDuck <-- so great
2016-08-20 03:02:40 +01:00
toasterbabe
8df146b713 An additional proper overflow check, and also a little something I forgot earlier. 2016-08-20 01:03:35 +01:00
toasterbabe
552a67200c A revert of the sorting because it produced better (but not perfect) results for paper and normal mobj interaction.
Also, I added more sortscale handling in the places where I forgot it.

I probably need some help with the maths here to get this to work nicely. http://gfycat.com/LimpAgedDowitcher
2016-08-19 15:06:10 +01:00
toasterbabe
fbff05bd17 Fixed the between-objects sorting problem previously mentioned in the merge request. Now they're sorted by whichever sprite has an end closest to the camera, instead of the middle point previously used.
http://i.imgur.com/UyOKX5u.png <-- this common glitch with crawlas given MF_PAPER (THEY'RE NOT GOOD AT TURNING NEAR EDGES) used to show the behind-crawlas in front of the front-crawlas.

Unfortunately, I've just discovered this issue (which happens with the old version of the sorting code too): http://i.imgur.com/QNjbATB.png but to be fair these crawlas have gotten stuck inside the edges of this platform, so I'm not sure I can do anything about this without cutting off Sonic's feet when he stands on the ground? shrug
2016-08-19 12:26:26 +01:00
Alam Ed Arias
0fc848dc09 Merge branch 'master' into next 2016-08-18 19:38:55 -04:00
Alam Ed Arias
e5c44de6ca travis: cut down on osx builds 2016-08-18 19:38:21 -04:00
toasterbabe
3db3433a51 More consistent comment. 2016-08-19 00:07:32 +01:00
toasterbabe
3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
toasterbabe
66a845a33a silly me 2016-08-18 22:24:36 +01:00
toasterbabe
ff362534b4 An experimental attempt at collision correction, put behind a #define because it's buggy as SHIT. 2016-08-18 22:20:42 +01:00
toasterbabe
430a2e07cc Added linedef collision and fixed the following clipping bug, shown in gfy form. http://gfycat.com/BiodegradableNaturalHadrosaurus 2016-08-18 20:55:24 +01:00
toasterbabe
7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
toasterbabe
430d7cfbd2 Noticed some sorting issues, so introduced the sortscale struct variable. (SORRY, NO FLAG YET) 2016-08-18 15:45:44 +01:00
toasterbabe
ce8ae48222 I think this is as optimised as it's gonna get. Now onto the flag! 2016-08-18 12:55:04 +01:00
toasterbabe
2d3ebc5e49 Fixed the last of the odd stretching by:
* recognising that the offsets weren't going to be accurate if you just SWAPPED yscale and yscale2 over 180 degrees
* taking scale into account consistently

also, some optimisations
2016-08-18 12:40:45 +01:00
toasterbabe
9231a4653c SORTED, THANKS MI
http://gfycat.com/SimpleShallowDeviltasmanian

now to put this behind some sort of flag and optimise it
2016-08-17 22:19:28 +01:00
toasterbabe
66a737a7f0 fuuuuuuuu 2016-08-17 21:24:53 +01:00
toasterbabe
6c559946f0 ok no i misunderstood what he was getting at 2016-08-17 21:14:01 +01:00
toasterbabe
7096659450 Thanks to MI for helping me notice a scaling issue by code alone 2016-08-17 21:11:05 +01:00
toasterbabe
2244e9162b Some overflow checks. They're not proper like the other overflow checks, but they remove all the situations I've been able to discover without making stuff unnecessarily disappear. 2016-08-17 19:09:59 +01:00
toasterbabe
63e58a02f8 Fixed the issue mentioned in last commit, but still not the one from before that. Hrm. 2016-08-17 00:15:23 +01:00
toasterbabe
84c39c24f9 Renamed leftoffset to offset, to refer to its multifaceted uses.
Also, discovered another undesirable bug, but don't understand exactly what's going on so won't describe it here.
2016-08-17 00:03:09 +01:00
toasterbabe
10a8682620 resolved issue where the sides had the opposite scales over ANGLE_180.
also, i've sussed out WHAT'S going wrong here - the topleft pixel of the sprite will always be rendered at the height on the screen it would be rendered otherwise, which is causing the waving. now to figure out what to change to get that to move appropriately...
2016-08-16 23:38:59 +01:00