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
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