MascaraSnake
dd02fe0d78
P_GetNodetype: Set virtnodes for traditional Doom format
2019-12-29 20:43:41 +01:00
MascaraSnake
882e8ef7b8
Separate shared parts of seg initialization into P_InitializeSeg
2019-12-29 20:24:14 +01:00
MascaraSnake
36f86077da
Move loading of extended subsectors and segs into its own function
2019-12-29 19:54:04 +01:00
MascaraSnake
c287b86fab
Get rid of duplicated code in the extended seg parsing
2019-12-29 19:04:50 +01:00
MascaraSnake
3839e95d63
Move reading of extra vertices into separate function
2019-12-29 18:07:44 +01:00
MascaraSnake
45ca959f97
-Move reading of actual extended nodes into separate function, cutting down on code duplication in the process
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-Fix a typo in the segs reading
2019-12-29 17:52:49 +01:00
MascaraSnake
9d009edfc8
Move copying of the nodes signature out of the else case
2019-12-29 15:59:15 +01:00
MascaraSnake
0aed60f4de
Separate retrieval of nodetype and nodes lump into its own function (Function. Not file. Sorry.)
2019-12-29 15:50:53 +01:00
MascaraSnake
8032054a47
Separate loading of extended nodes into its own file
2019-12-29 15:15:32 +01:00
Nev3r
389b9e35c4
Add XNOD, XGLN and XGL3 BSP formats recognition and support.
2019-12-29 14:17:51 +01:00
MascaraSnake
abdfe60aa7
Store custom FOF flags directly in back toptexture field at map load instead of re-reading the sidedefs data later on
2019-12-29 12:01:41 +01:00
MascaraSnake
cfadbb0f36
-Add linedef pointer to side_t, so sidedefs are able to tell if they're a front or back sidedef during setup
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-Fix a broken condition during setup of texture fields for the change music linedef
2019-12-29 09:39:50 +01:00
Sally Cochenour
dcc7426d1d
Merge branch 'next' into oglshaderport
2019-12-29 00:00:30 -05:00
Jaime Passos
e63f77ea1a
Merge remote-tracking branch 'origin/next' into respawndelaygametyperule
2019-12-28 21:39:38 -03:00
James R
90e56bcdf9
Merge branch 'levelload-refactor' into 'next'
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Hack P_SetupLevel into little pie- actually just clean it up a bit
See merge request STJr/SRB2!587
2019-12-28 19:37:06 -05:00
Sally Cochenour
a66fb15ff2
Merge branch 'next' into oglshaderport
2019-12-28 13:58:41 -05:00
MascaraSnake
bd7765227e
Rename P_GroupLines to the more apt P_LinkMapData
2019-12-28 17:40:08 +01:00
MascaraSnake
7e5b87ce42
Fix debug prints
2019-12-28 17:37:32 +01:00
MascaraSnake
d38ee51d49
Separate setting of sector field defaults into P_InitializeSector
2019-12-28 17:29:58 +01:00
MascaraSnake
54fe91b1cc
Refactor P_SetupLines into P_InitializeLinedef
2019-12-28 17:21:31 +01:00
MascaraSnake
1ca25224c2
Fix P_SetupLines printing the wrong line number
2019-12-28 17:05:04 +01:00
MascaraSnake
85de3614cb
Standardize P_LoadVertices and P_LoadSidedefs
2019-12-28 16:58:48 +01:00
MascaraSnake
86d1fb73f4
Split P_LoadLineDefs2 into P_ProcessLinedefsWithSidedefs and P_CompressSidedefs
2019-12-28 16:49:56 +01:00
MascaraSnake
21b7507aee
Reorganize and partially rename map loading functions
2019-12-28 16:40:35 +01:00
MascaraSnake
b1854b5c96
Remove stray #endif
2019-12-28 14:50:00 +01:00
MascaraSnake
5590343043
Rename P_LoadThingsOnly to P_RespawnThings to make it clearer that it doesn't actually reload the things from the file, it just respawns them.
2019-12-28 14:13:26 +01:00
MascaraSnake
3971067cf3
Remove some old #if 0'd code
2019-12-28 14:03:48 +01:00
MascaraSnake
303e6cee4a
Merge branch 'next' into mapload-refactor
2019-12-28 13:59:24 +01:00
MascaraSnake
ceca99e3c5
Fix accidental removal of sector_t's spawn_lightlevel initialization
2019-12-28 13:58:23 +01:00
MascaraSnake
e9376a8353
Cleaned up some more stuff in P_LoadLevel()
2019-12-28 12:48:32 +01:00
MascaraSnake
c059146937
Move more P_LoadLevel parts into subfunctions
2019-12-28 11:37:56 +01:00
MascaraSnake
319ed09c00
Rename P_SetupLevel to the more accurate P_LoadLevel and separate out some of its content into subfunctions
2019-12-28 11:30:39 +01:00
Jaime Passos
3b341245f1
Same deal, but for starposts.
2019-12-27 17:14:56 -03:00
Jaime Passos
f8eed7171a
add G_CompetitionGametype(void)
2019-12-27 12:28:00 -03:00
Jaime Passos
9613bdeca6
use GTR_DEATHMATCHSTARTS
2019-12-27 12:14:33 -03:00
Jaime Passos
56e94182d5
P_SetupCamera funny
2019-12-27 02:07:13 -03:00
Alam Ed Arias
61a0197339
Merge branch 'next' into gametype-clownery
2019-12-26 14:48:04 -05:00
Sally Cochenour
439474882a
Update blend textures to smooth out colors that have duplicate indices
2019-12-25 18:46:30 -05:00
Sally Cochenour
da3d5a0184
Merge next
2019-12-25 14:41:31 -05:00
Sally Cochenour
7851bef929
Port of Jimita's shader stuff + my lighting shader
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Co-Authored-By: Jaime Passos <jimita@users.noreply.github.com>
2019-12-25 14:22:01 -05:00
Nev3r
a932b54b26
Merge branch 'mapdataload_refactor' into 'next'
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Mapdataload refactor
See merge request STJr/SRB2!568
2019-12-25 06:21:49 -05:00
Nev3r
c4a017ddf0
Move flat caching code to the map data load function.
2019-12-25 12:05:40 +01:00
Jaime Passos
7e5ec552ee
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-25 06:09:00 -03:00
MascaraSnake
f11caefed7
Merge branch 'spawnhoopsandrings_refactor' into 'next'
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Hack P_SpawnHoopsAndRings into little pieces
See merge request STJr/SRB2!572
2019-12-25 03:00:07 -05:00
Jaime Passos
3622829504
Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery
2019-12-24 17:55:46 -03:00
James R
0780e48f86
Merge branch 'titlecard2' into 'next'
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More customisable title card
See merge request STJr/SRB2!552
2019-12-24 14:47:55 -05:00
MascaraSnake
a57f903933
Move bonus time handling into new function P_SetBonusTime()
2019-12-24 12:52:43 +01:00
MascaraSnake
dd01fce1a8
Separate P_SpawnHoopsAndRings into different functions:
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-Hoops are spawned in P_SpawnHoop
-Item patterns are spawned in P_SpawnItemPattern
-Ring-like items are spawned normally via P_SpawnMapThing
-Bonus time items are spawned via P_SpawnBonusTimeItem, which is a wrapper for P_SpawnMapThing
2019-12-24 10:50:49 +01:00
Jaime Passos
89b4a558a8
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-23 23:08:16 -03:00
Jaime Passos
630c06b7b0
Turn GTR_CHASECAM into GTR_FIRSTPERSON.
2019-12-23 19:24:06 -03:00
Nev3r
9a9f72f598
Don't reload mapthings in P_LoadThingsOnly() as they should no longer be modified past the mapload procedure.
2019-12-23 16:37:44 +01:00
Nev3r
d6a86c37b2
P_PrepareRawThings() is now where it was supposed to be at; moved save and flat & texture caching related functions to the end of P_LoadMapData().
2019-12-23 16:36:26 +01:00
Nev3r
bb54597552
Remove redundant netarchive-related sector vars as they're not used anymore.
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Replace lump-based difference checks for sectors in P_NetArchiveWorld(), now it uses the mapload-created copy instead.
2019-12-23 12:42:38 +01:00
Nev3r
eadf953957
Store a copy of sectors, lines and sides in memory so that P_NetArchiveWorld() can soon use them instead of relying on re-opening the original lumps.
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Fix print type issue.
2019-12-23 12:30:32 +01:00
MascaraSnake
579362fd3b
P_LoadMapData(): Throw an error if resources are not found.
2019-12-22 23:22:15 +01:00
MascaraSnake
a4fde93fbb
Merge branch 'next' into virtres
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# Conflicts:
# src/p_setup.c
2019-12-22 23:02:47 +01:00
Jaime Passos
0accadf02f
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-19 02:15:45 -03:00
Jaime Passos
ea5e0d28ed
More gametype rules yay!!
2019-12-18 01:54:45 -03:00
Jaime Passos
254d812901
More customisable title card
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Add TitleCardZigZag, TitleCardZigZagText and TitleCardActDiamond fields to SOC.
Add the same fields to Lua under their internal names.
Turn map header level flags into an UINT16, so that NoTitleCard works. (NOBODY caught this, I'm actually disappointed.)
2019-12-18 00:28:58 -03:00
Jaime Passos
e359f802fd
Update comments
2019-12-17 16:14:26 -03:00
Jaime Passos
cc54163210
Merge remote-tracking branch 'origin/master' into renderswitch
2019-12-17 16:12:44 -03:00
James R
4da57653eb
Merge branch 'spawn_z_refactor' into 'next'
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(UDMF prereq.) Spawn Z refactor
See merge request STJr/SRB2!536
2019-12-16 23:21:07 -05:00
MascaraSnake
79350992df
Some more cleanup of map loading code
2019-12-16 00:17:20 +01:00
MascaraSnake
bb3440d021
Minor cleanup of virtual resources code
2019-12-16 00:04:48 +01:00
MascaraSnake
8a6e244e60
SpawnEmeraldHunt() -> P_SpawnEmeraldHunt()
2019-12-15 09:49:54 +01:00
James R
14674223e8
Merge branch 'opengl-is-a-bad-renderer' into 'master'
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OpenGL fixes
See merge request STJr/SRB2!519
2019-12-14 16:48:50 -05:00
Jaime Passos
b7c7529e75
Don't reset the FOV
2019-12-12 17:06:04 -03:00
Nev3r
c64a9d7ae9
Stop things from becoming Chocapic in THZ3, ACZ2, and special stages.
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Temporarily revert function call order for mapthings.
2019-12-12 11:37:48 +01:00
Nev3r
ec9f727e53
Move map data load procedure to separate functions.
2019-12-12 11:16:55 +01:00
Nev3r
43cbad200c
Move loading functions around a bit and refactor the stage data allocation code.
2019-12-12 10:35:38 +01:00
Jaime Passos
ea129f701c
Fix Ploadflat closing the game with "Too many flats in level" error message
2019-12-11 22:45:47 -03:00
Nev3r
a87a9e6ff6
Remove wrappers and dupes for map lump reading, as they are no longer used.
2019-12-11 14:40:31 +01:00
Nev3r
9952bae5ee
P_MakeMapMD5() now uses virtres.
2019-12-11 14:20:08 +01:00
Nev3r
4d86dc11a6
'prepare' mapthings using virtres in P_LevelInitStuff(). Whether 'preparing' them or not is actually necessary is another matter.
2019-12-11 13:54:15 +01:00
Nev3r
bf5a2c68d5
P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
2019-12-11 13:22:07 +01:00
Nev3r
d2cbdd4fb1
Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.
2019-12-11 11:10:31 +01:00
Jaime Passos
9248f12d55
Merge remote-tracking branch 'origin/master' into renderswitch
2019-12-10 23:01:10 -03:00
Nev3r
8466dc5813
Move mobj spawn Z calculating to a separate function.
2019-12-10 18:03:15 +01:00
Nev3r
3dfa526eea
Separate Emerald Hunt emerald spawning into another function.
2019-12-10 14:21:08 +01:00
Nev3r
6fe6db8e18
Removed seemingly redundant (and incorrect) mapthing Z load code.
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The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
2019-12-09 14:05:22 +01:00
Nev3r
8ea7dd418a
Move the axis spawning code out of the mapthing read function, and read the mapthing z in the mapthing read function.
2019-12-09 13:26:31 +01:00
Alam Ed Arias
e91a689478
Merge branch 'master' into opengl-is-a-bad-renderer
2019-12-08 12:50:45 -05:00
Alam Ed Arias
1d0cd586ba
P_AddWadFile: the PK3 may not have folders
2019-12-08 12:35:21 -05:00
Jaime Passos
d74f2a003b
HWR_FreeMipmapCache already calls HWR_FreeMipmapCache indirectly
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(done by calling HWR_LoadTextures, which in turn calls HWR_FreeTextureCache)
2019-12-08 04:40:29 -03:00
Jaime Passos
4c808cb7e2
Actually don't even call HWR_FreeMipmapCache between levels because I feel like it's futile outside of PWAD loading
2019-12-08 04:32:25 -03:00
Jaime Passos
cc12496e9c
Optimize mipmaps
2019-12-08 03:23:37 -03:00
MascaraSnake
a3549cc8f2
Merge branch 'datestuff' into 'master'
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Date stuff
See merge request STJr/SRB2Internal!618
2019-12-06 16:10:36 -05:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
Jaime Passos
c0cc742fb8
Remove unnecessary function parameters from title card code
2019-12-05 01:58:19 -03:00
Jaime Passos
b646922967
fix Ploadflat warning
2019-12-04 15:41:29 -03:00
MascaraSnake
f9460434f8
Merge branch 'savedatareorder' into 'master'
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Savedata load order of operations change
See merge request STJr/SRB2Internal!583
2019-12-03 02:18:06 -05:00
Alam Ed Arias
b5738620c1
Fixup compiling errors
2019-12-02 12:12:26 -05:00
toaster
6e278c1138
Change the order of operations such that savedata info is loaded before mapthings are spawned, so that if you have all the emeralds, the emerald objects won't spawn in BCZ2 if you use the SP savefile's level select to go to it directly.
2019-11-30 15:52:41 +00:00
lachwright
5719a93211
Fix 'Speeding off to...' placement in non-greeen resolutions
2019-11-26 00:16:46 +08:00
Jaime Passos
e850d42bc2
fix RA fade
2019-11-23 18:15:09 -03:00
MascaraSnake
aabddd69f1
Fixed a missing space in the "Speeding off to..." text
2019-11-23 18:51:32 +01:00
Jaime Passos
faa305a2f2
Fix crossfades
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Fixes NoReload using the wrong wipestyle.
Also fixes non-titlemap title screen wipes using the wrong wipestyle.
2019-11-22 17:44:42 -03:00
toaster
3add9a9bd2
Make the SPEEDING OFF TO ZONE text that appears while loading:
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* Use a mixed case "Zone" to match the mixed case level titles.
* Have V_TRANSLUCENT to not stick out too much against pure black/white backgrounds. (Can revert this aspect if necessary, but I think you'll agree it's a good balance between readable and aesthetic.)
2019-11-19 13:00:37 +00:00
Jaime Passos
8a05afa1aa
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-18 18:48:19 -03:00
Jaime Passos
6920d20a0f
map header option
2019-11-18 14:08:47 -03:00