more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
Rob request player anims
[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point
See merge request !22
Monster's miscellaneous meddling
A miscellaneous assortment of code-cleanup and other changes, plus fixing up SRB2's tangent array so it behaves more as expected (especially on the Lua side).
More specific details of the changes:
(MUST-HAVE CHANGES)
* `finetangent[]` has been entirely redone in the same manner as finesine/finecosine.
* Lua's tan() function shifts `finetangent[]` results by `ANGLE_90` to get what you EXPECT it to return (e.g. `tan(0)` actually returns 0 now). This means finetangent itself doesn't need to change its general arrangment, this only affects Lua specifically.
* Lua's tan() function now also doesn't go out of `finetangent[]`'s bounds at all. Before, `tan(ANGLE_180)` through `tan(ANGLE_MAX)` and such would just give you values unrelated to the array in question, which was clearly a bad thing.
(CAN PROBABLY LIVE WITHOUT?)
* `finecosine`'s definition moved from r_main.c to tables.c.
* Created `P_CheckTimeLimit` for `cv_timelimit`, much like `cv_pointlimit` has `P_CheckPointLimit`. It cleans up `P_UpdateSpecials` a bit at least.
* Some code cleanup relating to translucency maps - these are kind of unimportant, I was about to stop `FF_TRANSMASK` being used everywhere, but this was apparently a bad idea so I backtracked a bit.
* Re-added `_MSC_VER` check around MSVC-specific code in doomtype.h, in case it wasn't defined (and `__OS2__` was). Also left a comment there regarding `__BYTEBOOL__`.
* Fixed an apparent copy+paste goofup in `joyaxis_cons_t[]` for the Wii-specific code.
See merge request !10
Fix md2s
shoutouts to MI for breaking them accidentally
I was about to just commit this straight to next but it's the perfect reason of why code review is beneficial and I'd be a hypocrite to point that out and then skip the process
See merge request !28
Reduced palette
You guys should know what this is by now. If you don't, you really need to catch up. =P
We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.
See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8
See merge request !13
Yeah, whatever, this is changing stuff that was already all my own
anyway, and I already extensively tested it in the *first* place
when I was measuring the amount of time it took.
Honestly this could be merged into public master, but pfft...
See merge request !19
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?
Not sure if this will fix Wolfy's latest problem or not though
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
Some small compiling fix
~~See commit description for details, I'm not repeating it all here with different words.~~
~~Needs testing before we actually merge the changes in, I don't have anything besides Windows so I can't actually try this fix out for myself sadly. :(~~
This was originally a quick branch I made to fix a problem so that @wolfy852 could compile with Linux on some thing of his ...turned out not to be the only problem, and then I found a slightly unrelated problem altogether. So it's now a small assortment of compiling-related fixes.
Also should be merged to next, which is hopefully obvious.
See merge request !29
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?
Not sure if this will fix Wolfy's latest problem or not though
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
1up icons were spawning their overlays off sync with each other so the face icon was showing up during static. Now they don't.
(They'd do this in 2.1 too if you have a custom WAD added that doesn't have an overlay sprite, and you use it in multiplayer alongside a character that does.)
Dispoffset changes
Dispoffset now works in OpenGL, and the feature has been optimized so high dispoffset values don't cause sprites to be distorted anymore.
See merge request !12
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
Dehacked changes
TITLE, EVALUATION and CREDITS are now valid options for a level header's "NextLevel" parameter. All works fine last I tested this feature.
See merge request !11
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
Actions tweaks
This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\*
That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not.
See merge request !27