Monster Iestyn
12e0222929
Merge branch 'drwhoandthesleepingweather' into 'master'
...
Dr. Who And The Sleeping Weather
See merge request STJr/SRB2!288
2018-10-08 09:36:18 -04:00
Monster Iestyn
1049f3451a
Merge branch 'sp-savegame-continue-crash-fix' into 'master'
...
SP savegame continues icon crash
See merge request STJr/SRB2!290
2018-10-08 09:20:45 -04:00
Monster Iestyn
1115f41f8e
Merge branch 'zlib-split' into 'master'
...
Makefile: Split zlib and libpng
See merge request STJr/SRB2!285
2018-10-08 07:20:27 -04:00
Steel Titanium
027e6e8e3c
Change win_snd.c also
2018-10-07 15:00:48 -04:00
Steel Titanium
232a7ae7b7
Change order of the ifdef
2018-10-07 14:52:25 -04:00
Steel Titanium
def090c9f0
Move the ifdef
2018-10-07 14:45:03 -04:00
Sryder
62d7049437
I'm fairly sure GCC64 should enable GCC63.
...
No wonder I never got mixed declaration and code warnings.
2018-10-07 15:44:44 +01:00
toaster
b1e02467bf
Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more!
2018-10-07 15:00:58 +01:00
Sryder
fb6c329870
Fix the crashing bug hopefully
...
A value of 1 in freesrc for Mix_LoadWAV_RW and Mix_LoadMus_RW calls SDL_RWclose on the RWops anyway.
For Mix_LoadWAV_RW the RWops is freed right after the data is loaded (because it makes a copy of the data in memory)
For Mix_LoadMUS_RW the RWops is freed when Mix_FreeMusic is called (because the data is not a copy)
So setting 1 on freesrc doesn't actually free the RWops immediately on Mix_LoadMus_RW *unless* it failed to load any music.
2018-10-07 10:37:45 +01:00
Sryder
02597e0bf9
Fix compiler warnings.
2018-10-07 09:26:18 +01:00
Sryder
d072dd2725
I think that should be NULL, not 0 actually.
2018-10-07 00:22:23 +01:00
Sryder
7b417b573c
Mix_QuickLoad_RAW sets a flag in the Mix_Chunk so that Mix_FreeChunk doesn't actually Free the sound.
...
Checks for the flag when freeing, and if it's 0, we free the data manually after Mix_FreeChunk.
I went back to Z_Malloc and Z_Free for this because they still work after this.
2018-10-07 00:15:42 +01:00
Sryder
725a65c1f7
Call SDL_RWclose after an SDL_RWFromMem call to close the RWops.
2018-10-07 00:15:11 +01:00
Monster Iestyn
1ec601af6b
Draw a star for continues if invalid skin numbers are somehow supplied
2018-10-05 22:42:36 +01:00
Steel Titanium
b812a6a4ab
Really fix DD compiling this time.
2018-10-04 22:56:11 -04:00
Steel Titanium
fc5d969642
Fix DD compiling
2018-10-04 22:44:26 -04:00
Steel Titanium
49cb1ffe9f
Restore deleted endif
2018-10-04 22:38:59 -04:00
Steel Titanium
79f5f4885c
Split zlib and libpng
2018-10-04 19:47:19 -04:00
Alam Ed Arias
348f4dc2cd
Merge branch 'master' into next
2018-10-02 09:14:59 -04:00
Monster Iestyn
800b3bb240
Move player + player mobj existence checks to top of P_MoveChaseCamera. This is the only place it makes sense to even check them tbh.
...
While I'm at it, let's also use the "mo" variable instead of player->mo throughout the function (to be consistent)
2018-09-30 22:18:48 +01:00
Monster Iestyn
872e2f82c1
Redo OpenGL skewing support, so that it now itself supports the lower unpegged effect for FOFs in OpenGL!
2018-09-28 17:02:02 +01:00
Monster Iestyn
6a6d32e7c2
searchfilemenu: Replace first with 0 here as toaster suggested
2018-09-23 14:17:29 +01:00
mazmazz
f2033350fc
MP Jingle: A brace (Underwater restore, p_inter.c)
2018-09-21 15:53:03 -04:00
mazmazz
e0f9cdcfd1
MP Jingle: Fix underwater music not restoring on air bubble or shield
2018-09-21 15:44:52 -04:00
Steel Titanium
f88708bb75
Fix the weird indentation
2018-09-21 12:05:52 -04:00
Steel Titanium
68ec811909
Rearrange the code.
...
Thanks again MonsterIestyn!
2018-09-21 11:26:08 -04:00
Steel
af58ba9ae3
Remove this that somehow slipped in.
2018-09-21 07:21:49 -04:00
Steel
be74b4e58b
Fix up errors with buildbots
2018-09-21 07:16:54 -04:00
mazmazz
d14db91133
MP Jingle: Remove P_RestoreMusic from space countdown (no reason to have it)
2018-09-20 19:05:05 -04:00
Steel Titanium
378495cb2b
Add some stuff
2018-09-20 18:33:50 -04:00
Steel Titanium
a53f036149
Use MemAvailable instead
2018-09-20 18:30:46 -04:00
mazmazz
d8addda298
MP Jingle: Add fade timing hack after ending a non-looping song
2018-09-20 18:30:21 -04:00
mazmazz
78c1b99cd4
MP Jingle: Changed music_stacks from fixed array to next/prev chain
2018-09-20 17:13:52 -04:00
mazmazz
b7947554e2
MP Core Win32: Fix FadeSong unused callback param (buildbots)
2018-09-20 08:42:28 -04:00
mazmazz
54f94b80db
MP Core Win32: Fix FadeSong unused callback param (buildbots)
2018-09-20 08:41:40 -04:00
mazmazz
551237350e
MP Mixer X: Fix double->UINT32 cast (buildbots)
2018-09-20 08:30:31 -04:00
mazmazz
4b4bd638a9
MP libopenmpt: Add doomdef.h header to load_libraries, resolve CONS_Printf (buildbots)
2018-09-20 08:23:29 -04:00
mazmazz
b38f6f6125
MP Libopenmpt: Fix UINT32->double cast (buildbots)
2018-09-20 07:42:35 -04:00
mazmazz
2896b3e3c4
MP Libopenmpt: SDL header in load_libraries
2018-09-20 07:39:53 -04:00
mazmazz
d5b3d74e6f
MP Libopenmpt: Separate loading into sdl/load_libraries.c
2018-09-19 23:18:06 -04:00
mazmazz
1508f3a320
MP Libopenmpt: Make explicit OPENMPT=1 for non-windows platforms
2018-09-19 23:03:35 -04:00
mazmazz
31343be41b
foundrover ffloor_t -> boolean
2018-09-19 20:11:30 -04:00
mazmazz
03367bdc60
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-09-19 20:07:03 -04:00
mazmazz
6f1a5cbfc9
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-19 20:06:56 -04:00
mazmazz
7290723484
Merge branch 'public-musicplus-core' into public-musicplus-le-changemusic
2018-09-19 19:57:19 -04:00
mazmazz
0bc6b2e4d8
Merge branch 'public-musicplus-core' into public-musicplus-feature-endoflevel
2018-09-19 19:56:54 -04:00
mazmazz
7cd1bfb8d7
Merge branch 'public-musicplus-core' into public-musicplus-jingle
2018-09-19 19:56:50 -04:00
mazmazz
a4fade9b25
Merge branch 'public-musicplus-core' into public-musicplus-libopenmpt
2018-09-19 19:56:49 -04:00
mazmazz
f52659d9f9
MP Postboss: strnicmp -> boolean remove cast (buildbots)
2018-09-19 19:54:14 -04:00
mazmazz
af5aecb246
MP Jingle: Better empty_music_stack_entry initialization (buildbots)
2018-09-19 19:51:04 -04:00
mazmazz
7084fc89bd
MP Core s_sound: I_FadeSongFromVolume call fix (buildbots)
2018-09-19 19:47:21 -04:00
mazmazz
2644180b7e
MP Core s_sound: I_FadeSongFromVolume call fix (buildbots)
2018-09-19 19:46:57 -04:00
mazmazz
37addc02e6
MP Core Mixer: Old-style function dec fixes (buildbots)
2018-09-19 19:41:38 -04:00
mazmazz
49c678d2e9
MP Core s_sound: Mixed D+C fix (buildbots)
2018-09-19 19:41:23 -04:00
mazmazz
de47ab63f2
MP Core Mixer fade: Use fixed instead of double calc (fixes buildbots)
2018-09-19 19:40:24 -04:00
mazmazz
be5555d393
Merge branch 'public-musicplus-core' into public-musicplus-feature-endoflevel
2018-09-19 19:32:52 -04:00
mazmazz
17fc39c62e
Merge branch 'public-musicplus-core' into public-musicplus-le-changemusic
2018-09-19 19:32:51 -04:00
mazmazz
7cc0b6cf95
Merge branch 'public-musicplus-core' into public-musicplus-libopenmpt
2018-09-19 19:32:49 -04:00
mazmazz
affbc89602
Merge branch 'public-musicplus-core' into public-musicplus-jingle
2018-09-19 19:24:57 -04:00
mazmazz
17c796fe74
MP Jingle: Buildbot fixes
2018-09-19 19:24:35 -04:00
mazmazz
164be3056f
MP Core s_sound: Mixed D+C fix (buildbots)
2018-09-19 19:19:18 -04:00
mazmazz
96fa8996db
MP Core Mixer fade: Use fixed instead of double calc (fixes buildbots)
2018-09-19 19:18:35 -04:00
mazmazz
ade637798b
MP Core Mixer: Old-style function dec fixes (buildbots)
2018-09-19 19:06:24 -04:00
mazmazz
75558c40a2
Merge branch 'public-musicplus-core' into public-musicplus-feature-endoflevel
2018-09-19 18:55:01 -04:00
mazmazz
d4cef2bf9b
Merge branch 'public-musicplus-core' into public-musicplus-le-changemusic
2018-09-19 18:55:00 -04:00
mazmazz
af89cf92e2
Merge branch 'public-musicplus-core' into public-musicplus-jingle
2018-09-19 18:55:00 -04:00
mazmazz
86f3fadd5e
Merge branch 'public-musicplus-core' into public-musicplus-libopenmpt
2018-09-19 18:54:58 -04:00
mazmazz
1c314833db
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-09-19 18:53:46 -04:00
mazmazz
3e9b253438
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-19 18:53:41 -04:00
mazmazz
1da3b921dd
Merge remote-tracking branch 'origin/master' into musicplus-core
2018-09-19 18:53:18 -04:00
mazmazz
e08bdec216
MP Jingle: Buildbot fixes
2018-09-19 18:42:35 -04:00
mazmazz
494c5290cf
MP Core Mixer: Unused param fixes (buildbots)
2018-09-19 18:26:59 -04:00
mazmazz
974b1d340a
MP Core Mixer: Unused param fixes (buildbots)
2018-09-19 18:26:33 -04:00
mazmazz
5e1b4272c1
Initialize foundrover to NULL (for debug checking)
2018-09-19 17:50:05 -04:00
mazmazz
24938473a5
Linedef exec FOF specials: Move logic into for (rover =...) block so procedure happens on every FOF match
2018-09-19 17:49:03 -04:00
Digiku
87087c190e
Merge branch 'nights-keeppoints' into 'master'
...
NiGHTS: Deduct marescore when player hits ground, not immediately on timeout
See merge request STJr/SRB2Internal!161
2018-09-19 11:03:24 -04:00
Digiku
106afd48af
Merge branch 'nights-score-lap' into 'master'
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NiGHTS: Intermission Bonuses
See merge request STJr/SRB2Internal!159
2018-09-19 11:03:14 -04:00
Digiku
e3ecb61173
Nights intermission bonus y_inter.c: A comment
2018-09-19 10:53:11 -04:00
Digiku
1dadee6804
Nights intermission dehacked: a comment
2018-09-19 10:45:51 -04:00
mazmazz
481c0d7623
EndOfLevel: 2.1 _clear -> lclear music in y_inter
2018-09-18 23:32:00 -04:00
mazmazz
db9528f6e4
MP Core: 2.1 dehacked typo
2018-09-18 23:29:18 -04:00
mazmazz
b057b2932d
EndOfLevel: 2.1 dehacked setup fix
2018-09-18 23:28:39 -04:00
mazmazz
1dd47e850b
EndOfLevel: Check player->exiting > 0 && <= TICRATE, fixes start-of-level fading in 2.1
...
Braces in y_inter.c
2018-09-18 23:27:00 -04:00
mazmazz
26749d275c
Merge branch 'public-musicplus-core' into public-musicplus-libopenmpt
2018-09-18 22:24:44 -04:00
mazmazz
00bbb60e69
Mixer: Add back var_cleanup in I_LoadSong
...
Because musicplus-libopenmpt deleted it, I added a cautionary note to ALWAYS clean up your vars!
2018-09-18 22:24:07 -04:00
mazmazz
f99b6a89ed
Mixer: Add back var_cleanup in I_LoadSong
...
Because musicplus-libopenmpt deleted it, I added a cautionary note to ALWAYS clean up your vars!
2018-09-18 22:15:53 -04:00
mazmazz
81ad8f0681
Merge branch 'master' into le-fadefof
2018-09-18 17:11:33 -04:00
mazmazz
d542c2440d
musicplus-feature-endoflevel 2.2 -> 2.1 backport
2018-09-18 15:50:12 -04:00
mazmazz
b55191f09a
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-09-18 15:35:02 -04:00
mazmazz
2e0e0a3856
musicplus-le-changemusic 2.2 -> 2.1 backport
2018-09-18 15:28:57 -04:00
mazmazz
26721b673a
Lua P_RestoreMusic else if fix
2018-09-18 15:12:09 -04:00
mazmazz
0cfe0824b6
Lua P_RestoreMusic else if fix
2018-09-18 15:11:37 -04:00
mazmazz
be2342799e
Lua P_RestoreMusic else if fix
2018-09-18 15:10:42 -04:00
mazmazz
c60d61a493
musicplus-jingle 2.2 -> 2.1 backport
2018-09-18 15:10:00 -04:00
mazmazz
0f5b7e6630
MusicPlus core: Win32 DD compile fixes
2018-09-18 14:09:24 -04:00
mazmazz
e4f48cfb71
MusicPlus core: Win32 DD compile fixes
2018-09-18 14:09:13 -04:00
mazmazz
68c295c9e1
MusicPlus core: NOMIXER=1 compile fix
2018-09-18 13:23:59 -04:00
mazmazz
b71996106b
MusicPlus core: NOMIXER=1 compile fix
2018-09-18 13:23:42 -04:00
mazmazz
b48b5a29a4
Move cv_modfilter from mixer_sound.c to s_sound.c for other targets
2018-09-18 13:01:34 -04:00
mazmazz
38afb85b47
Merge branch 'public-musicplus-core' into public-musicplus-libopenmpt
2018-09-18 12:59:53 -04:00
mazmazz
1a935eabd5
Mixer I_StopSong: StopFadingSong and var_cleanup call fix
2018-09-18 12:55:19 -04:00
mazmazz
f079c9170f
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-18 12:51:55 -04:00
mazmazz
67566f9a2f
Mixer I_StopSong: StopFadingSong and var_cleanup call fix
2018-09-18 12:51:42 -04:00
mazmazz
cf7d913f3b
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-09-18 12:46:46 -04:00
mazmazz
8583785d72
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-18 12:46:41 -04:00
mazmazz
4cba996a89
Define cv_midiplayer/soundfontpath/timiditypath in s_sound.c when NOMIXER=1
2018-09-18 12:41:49 -04:00
mazmazz
4d89beb105
musicplus-libopenmpt 2.2 -> 2.1 backport
2018-09-18 12:31:47 -04:00
mazmazz
a2c5c331c0
Merge branch 'master' into musicplus-core
2018-09-18 12:20:56 -04:00
mazmazz
66283ce36a
MusicPlus core: Lua separation fixes
2018-09-18 11:39:08 -04:00
Digiku
b7bcc16c98
Merge branch 'fof-fixes-movingplatexists' into 'master'
...
Moving platform fix: Player snaps to floor when setting ~FF_EXISTS
See merge request STJr/SRB2Internal!188
2018-09-18 11:29:11 -04:00
mazmazz
c45d523e8f
420: Don't interrupt existing light fade on duration timing except EFFECT5
...
(cherry picked from commit 3b957c32517a8f5148940c0067af7e88a51d1fee)
2018-09-18 11:08:33 -04:00
Digiku
a036c42973
Merge branch 'colormap-overhaul-fade' into 'master'
...
Linedef Exec 455 Fade Colormap, 456 Stop Fading Colormap
See merge request STJr/SRB2Internal!191
2018-09-18 11:06:09 -04:00
mazmazz
3cdd904fbc
Merge branch 'colormap-overhaul-fade' into le-fadefof
2018-09-18 11:05:30 -04:00
mazmazz
899e8ef2a0
Merge remote-tracking branch 'origin/master' into le-fadefof
2018-09-18 10:52:03 -04:00
Digiku
a32304c9d5
Merge branch 'colormap-overhaul-change-ldef' into 'master'
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Linedef Exec 447: Change Colormap relative value calc
See merge request STJr/SRB2Internal!190
2018-09-18 10:49:54 -04:00
Digiku
843ed289a6
Merge branch 'polyobj-fade' into 'master'
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Linedef Exec 492: Fade PolyObject
See merge request STJr/SRB2Internal!192
2018-09-18 10:48:46 -04:00
mazmazz
41964e084d
MusicPlus core: Lua separation fixes
2018-09-18 10:32:38 -04:00
mazmazz
c5ea6b5efe
MusicPlus Core (positioning and fading) 2.2 -> 2.1 backport
2018-09-18 10:22:17 -04:00
mazmazz
34e403afcb
S_ChangeMusic: More specific load/play fail messages
2018-09-18 09:38:41 -04:00
mazmazz
94393e759d
Merge branch 'music-cleanup' into musicplus-core
2018-09-18 08:33:20 -04:00
mazmazz
2b2e179e63
S_ChangeMusic: More specific load/play fail messages
2018-09-18 08:32:34 -04:00
mazmazz
e7ecd84e80
p_setup: Don't fudge texture offsets if EFFECT5 and a linedef exec
2018-09-18 07:37:29 -04:00
mazmazz
5029c01c2b
492: Remove pre-existing thinker when setting up new fade
2018-09-18 07:31:19 -04:00
mazmazz
6567872229
492: Don't interrupt existing polyobj fader unless EFFECT5
2018-09-18 07:31:17 -04:00
mazmazz
9778cc2ad5
455: A line break
2018-09-18 07:30:37 -04:00
mazmazz
56ee711f33
455: Commented out, but allow existing fade overlap of 2 tics (or speed*2)
2018-09-18 07:30:35 -04:00
mazmazz
64b96c7192
455: Don't interrupt current color fading
2018-09-18 07:29:21 -04:00
mazmazz
27aa357053
453: A line break
2018-09-18 07:28:30 -04:00
mazmazz
f5b25c91f5
453: Commented out, but allow existing fade overlap of 2 tics (or speed*2)
2018-09-18 07:28:28 -04:00
mazmazz
5b16590ba2
453: Don't interrupt current FOF fade unless EFFECT5
2018-09-18 07:27:47 -04:00
Monster Iestyn
fab25a451f
Merge branch 'public_next'
2018-09-17 21:50:19 +01:00
mazmazz
20c4702986
Line exec trigger netsync: Save var2s in addition to vars
2018-09-17 14:13:31 -04:00
Digiku
6f1a44432b
Merge branch 'colormap-overhaul' into 'master'
...
Colormap code overhaul
See merge request STJr/SRB2Internal!189
2018-09-17 11:24:14 -04:00
mazmazz
c462bd4b17
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-17 10:57:02 -04:00
mazmazz
71df02c996
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-17 10:56:56 -04:00
mazmazz
69a4906911
Colormap netsync: Count ffloors for colormap loading upper limit
2018-09-17 10:38:17 -04:00
mazmazz
d417f733e5
Colormap netsync: Handle unaccounted dummy colormaps properly
2018-09-17 10:30:21 -04:00
mazmazz
1e7a4af207
Merge branch 'colormap-overhaul' into colormap-overhaul-fade
2018-09-17 08:06:17 -04:00
mazmazz
8b4c4e20d5
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-17 08:06:10 -04:00
mazmazz
752a963037
Colormap netsync: String format numsectors to UINT32 (thanks buildbot)
2018-09-17 08:05:51 -04:00
mazmazz
14339d651d
453: Use new colormap netsync for fade FOF thinker
2018-09-17 00:34:03 -04:00
mazmazz
c44ce7b401
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-17 00:28:16 -04:00
mazmazz
3ebd545523
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-17 00:27:11 -04:00
mazmazz
f3e1d280d0
Colormap netsync: Mixed D+C fixes
2018-09-17 00:26:58 -04:00
mazmazz
67c4e9e8a2
Postboss: S_ChangeMusicAdvanced -> Ex
2018-09-16 23:44:42 -04:00
mazmazz
c5d4ff5712
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-09-16 23:32:18 -04:00
mazmazz
48445c7733
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-16 23:18:11 -04:00
mazmazz
d7f4c9be84
S_ChangeMusicAdvanced -> S_ChangeMusicEx
2018-09-16 23:10:23 -04:00
mazmazz
917dea7070
Separate Lua from musicplus-core
2018-09-16 23:09:37 -04:00
mazmazz
60ba0f5911
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-16 22:42:57 -04:00
mazmazz
4b55415add
New colormap netsync fixes
2018-09-16 22:42:36 -04:00
mazmazz
0a998fec02
New colormap netsync fixes
2018-09-16 22:41:08 -04:00
mazmazz
d4a18fd456
455: Fade colormap netsync use new colormap saving
2018-09-16 20:27:24 -04:00
mazmazz
545602d94d
Merge branch 'colormap-overhaul' into colormap-overhaul-fade
2018-09-16 20:25:59 -04:00
mazmazz
4cdbc7249f
Streamlined colormap netsyncing so duplicates are not saved to $$$.sav per sector
2018-09-16 20:25:46 -04:00
mazmazz
e9b3cba300
Improve MIDI console parameters
...
* Allow multiple SF2 for midisoundfont
* Correctly branch when toggling midiplayer or midisoundfont
2018-09-16 16:02:26 -04:00
Monster Iestyn
1b7b1f3f79
Fix order of operations messups by adding brackets
2018-09-16 20:25:07 +01:00
mazmazz
45a7d36524
Improve MIDI console parameters
...
* Allow multiple SF2 for midisoundfont
* Correctly branch when toggling midiplayer or midisoundfont
2018-09-16 11:51:39 -04:00
Digiku
7aedb8d035
Merge branch 'lightfade-ticbased' into 'master'
...
Linedef Exec 420: Fade Lighting add duration timing
See merge request STJr/SRB2Internal!186
2018-09-16 08:24:09 -04:00
mazmazz
7c8fa151c4
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-16 08:20:57 -04:00
mazmazz
d49f0be4ee
420: Strip test comments
2018-09-16 08:20:14 -04:00
mazmazz
1321ab9d92
453: Extra parameter for Add_ColormapFader
2018-09-15 20:40:17 -04:00
mazmazz
17e23f55eb
492: Merge speed and duration logic for fade polyobject
2018-09-15 20:00:37 -04:00
Nev3r
350cd1435b
The thinker is entirely unified now, and there is no difference in the light levels between the "old" behavior and this one now.
2018-09-15 12:21:25 +02:00
mazmazz
d939e597a5
420: Unncessary include
2018-09-15 20:03:43 -04:00
mazmazz
ab4a825385
420: Combine speed and duration logic for fade lighting
2018-09-15 19:01:21 -04:00
mazmazz
809646e7fe
453: Try ResetFakeFloorFader if condition again
2018-09-15 02:24:44 -04:00
mazmazz
a85953a903
453: P_ResetFakeFloorFader stray & address if condition
2018-09-15 02:16:54 -04:00
mazmazz
efe0af960d
Colormap overhaul: Wrap R_CheckNumForNameList under ifdef EXTRACOLORMAPLUMPS
2018-09-15 02:10:55 -04:00
mazmazz
efacf356b0
Merge remote-tracking branch 'origin/master' into music-cleanup
2018-09-15 01:52:48 -04:00
mazmazz
79484de4ea
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-15 01:51:06 -04:00
mazmazz
5e55f6f311
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-15 01:50:53 -04:00
mazmazz
6844ed37c5
Colormap overhaul: %d format size_t -> UINT32 fix
2018-09-15 01:50:33 -04:00
mazmazz
001dbcceea
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-15 01:17:33 -04:00
mazmazz
45dbadbbc2
Mixer: Add missing tag declarations in I_LoadSong
2018-09-15 01:14:24 -04:00
mazmazz
5585edf459
453: Mixed D+C fixes; unused param cast in P_FadeFakeFloor
2018-09-15 01:05:21 -04:00
mazmazz
ca4a94eca5
492: Mixed D+C fix
2018-09-15 00:56:46 -04:00
mazmazz
1db8aee539
455: Mixed D+C fix
2018-09-15 00:53:21 -04:00
mazmazz
be6acdb019
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-15 00:52:45 -04:00
mazmazz
57959522e2
Colormap overhaul r_data: Mixed D+C fix
2018-09-15 00:49:03 -04:00
mazmazz
9eb39fb025
Merge branch 'music-cleanup' into musicplus-core
2018-09-15 00:46:02 -04:00
mazmazz
e695cf91fe
Merge branch 'music-cleanup' into music-sdlmixerx
2018-09-15 00:36:16 -04:00
mazmazz
40a8c9c1ee
Mixer: HAVE_LIBGME ifdef in I_LoadSong
2018-09-15 00:35:24 -04:00
mazmazz
30b8408c10
Mixer: HAVE_LIBGME ifdef in I_LoadSong
2018-09-15 00:34:55 -04:00
mazmazz
3c755a85df
Merge branch 'music-cleanup' into music-sdlmixerx
2018-09-15 00:28:38 -04:00
mazmazz
2e2acdd16a
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-14 22:36:09 -04:00
mazmazz
5f2df0f453
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-14 22:35:51 -04:00
mazmazz
2f995f4cbe
Remove possibly wrong comment about extracolormap_t->fog
2018-09-14 22:35:30 -04:00
mazmazz
f85d1da54f
Lua support for floorrover/ceilingrover
2018-09-14 21:43:43 -04:00
mazmazz
20bde0d21c
Fix Windows buildbot for MP3_MAD/MODPLUG define (the header we use is 2.0.2)
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(cherry picked from commit 9a5eb02459
)
2018-09-14 17:48:12 -04:00
mazmazz
9a5eb02459
Fix Windows buildbot for MP3_MAD/MODPLUG define (the header we use is 2.0.2)
2018-09-14 17:47:04 -04:00
mazmazz
17ec5d8022
Mixer: Better MODPLUG/MP3_MAD defines
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(cherry picked from commit 5b724e18b5
)
2018-09-14 17:27:31 -04:00
mazmazz
5b724e18b5
Mixer: Better MODPLUG/MP3_MAD defines
2018-09-14 17:27:00 -04:00
mazmazz
0563d77812
Fix compile errors on buildbots
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* Check SDL Mixer 2.0.3 for MUS_MODPLUG_UNUSED, MUS_MP3_MAD_UNUSED
* Mixed D+C in I_LoadSong
(cherry picked from commit fdbe3e80f6
)
2018-09-14 17:09:21 -04:00
mazmazz
fdbe3e80f6
Fix compile errors on buildbots
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* Check SDL Mixer 2.0.3 for MUS_MODPLUG_UNUSED, MUS_MP3_MAD_UNUSED
* Mixed D+C in I_LoadSong
2018-09-14 17:07:13 -04:00
mazmazz
3a343cf8f1
Don't call I_StartupSound in SFX toggle
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* Mixer: make I_StartupSound return early if already set up
* Restartaudio: Add StopSFX call
(cherry picked from commit b330dc2394
)
2018-09-14 16:43:48 -04:00
mazmazz
b330dc2394
Don't call I_StartupSound in SFX toggle
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* Mixer: make I_StartupSound return early if already set up
* Restartaudio: Add StopSFX call
2018-09-14 16:39:10 -04:00
Monster Iestyn
546fa383c1
Make sure that T_MarioBlockChecker is synced in netgames, so that the textures of Mario Blocks can change when there are no more items
2018-09-14 21:01:07 +01:00
mazmazz
4a5bcf43a2
Rip out SDL Mixer code from sdl_sound.c because superfluous
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* Mixer code has been in mixer_sound.c; this file is not invoked unless compiling with NOMIXER=1
* Remove everything under #ifdef HAVE_MIXER because this is never triggered
* Comment out #ifdef HAVE_LIBGME because we don't support playing music anyway (but theoretically, it could have worked separately from Mixer)
* Stub new music calls
(cherry picked from commit 76be77b93a
)
2018-09-14 14:53:56 -04:00
mazmazz
76be77b93a
Rip out SDL Mixer code from sdl_sound.c because superfluous
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* Mixer code has been in mixer_sound.c; this file is not invoked unless compiling with NOMIXER=1
* Remove everything under #ifdef HAVE_MIXER because this is never triggered
* Comment out #ifdef HAVE_LIBGME because we don't support playing music anyway (but theoretically, it could have worked separately from Mixer)
* Stub new music calls
2018-09-14 14:52:24 -04:00
Monster Iestyn
b82ddd4f08
Merge branch 'public_next'
2018-09-14 19:51:20 +01:00
mazmazz
517756606c
I_InitMusic SDL2: Don't unload GME indiscriminately
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(cherry picked from commit cb4e075137
)
2018-09-14 13:57:24 -04:00
mazmazz
297653fa34
srb2dd music cleanup fixes
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(cherry picked from commit 0999b0f8a8
)
2018-09-14 13:57:22 -04:00
mazmazz
a5948c3629
Separate StopMusic and UnloadMusic
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(cherry picked from commit e72610a3dc
)
2018-09-14 13:57:20 -04:00
mazmazz
7f884591a7
Bring back music_data handle, for srb2dd
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(cherry picked from commit 8e05de17f0
)
2018-09-14 13:56:14 -04:00
mazmazz
09df2c387a
newmusic -> mmusic typo, S_ChangeMusic
2018-09-14 13:55:07 -04:00
mazmazz
5c20aa79dd
More unnecessary if conditions, toggle SFX menu
2018-09-14 13:54:41 -04:00
mazmazz
cb4e075137
I_InitMusic SDL2: Don't unload GME indiscriminately
2018-09-14 13:36:01 -04:00
mazmazz
0999b0f8a8
srb2dd music cleanup fixes
2018-09-14 13:24:15 -04:00
mazmazz
e72610a3dc
Separate StopMusic and UnloadMusic
2018-09-14 12:47:33 -04:00
mazmazz
8e05de17f0
Bring back music_data handle, for srb2dd
2018-09-14 12:29:58 -04:00
mazmazz
aa1ec4d996
Sound menu toggle fix: unnecessary if condition
2018-09-14 11:25:25 -04:00
mazmazz
691de18fbb
Menu sound toggle fixes (and add starpost sfx to menu)
2018-09-14 11:24:28 -04:00
mazmazz
4b1bc53db1
Compile fixes
2018-09-14 10:58:41 -04:00
mazmazz
fac7d19637
Case-insensitive music_name comparison
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(cherry picked from commit a7ae059949
)
2018-09-14 10:49:44 -04:00
mazmazz
8541963c61
I_SongPlaying detect GME properly
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(cherry picked from commit e88d147761
)
2018-09-14 10:49:44 -04:00
mazmazz
d94f7e3cb0
Stub I_UnloadSong because we already unload in I_StopMusic
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* Stop-gap for now. Ideally the logic would be in the respective places.
# Conflicts:
# src/sdl/mixer_sound.c
(cherry picked from commit eae5d3333f
)
2018-09-14 10:49:44 -04:00
mazmazz
5f22b7d973
Volume fixes
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# Conflicts:
# src/sdl/mixer_sound.c
(cherry picked from commit d39b7011c5
)
2018-09-14 10:49:44 -04:00
mazmazz
2fbe206ecb
A word
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(cherry picked from commit fb6f8c8a07
)
2018-09-14 10:49:44 -04:00
mazmazz
b0c47e2fb1
GME fix: play song in I_PlaySong, not I_LoadSong
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(cherry picked from commit 5f21bf230d
)
2018-09-14 10:45:39 -04:00
mazmazz
4d61f00b86
Refactor I_MusicType MusicPlaying and MusicPaused other targets
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(cherry picked from commit 9e6eebeb8d
)
2018-09-14 10:45:39 -04:00
mazmazz
eacf0ba00b
Refactor I_MusicType MusicPlaying and MusicPaused -> I_SongType ...
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(cherry picked from commit 4b82de9e54
)
2018-09-14 10:45:38 -04:00
mazmazz
d535c14fc6
Refactoring and reordering other targets
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(cherry picked from commit cf065e106f
)
2018-09-14 10:43:46 -04:00
mazmazz
5bac836d4c
Minor refactoring and reordering
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* I_GetMusicType() -> I_MusicType()
* Wrap MIDI volume hack in #ifdef _WIN32
(cherry picked from commit a7d51bf810
)
2018-09-14 10:42:27 -04:00
mazmazz
8c78d86c36
Play the opposite type music (Digital/MIDI) when toggling between them in menu
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* S_MusicInfo method to retrieve name, flags, and looping
(cherry picked from commit f6ec93198f
)
2018-09-14 10:38:32 -04:00
mazmazz
7e7899ae83
Toggle Digi/MIDI music in menu accurately; add S_MusicType
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(cherry picked from commit 4aa100aa57
)
2018-09-14 10:37:08 -04:00
mazmazz
17cf310b84
nodigimusic nomusic nosound refactor other targets
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(cherry picked from commit 86f151db65
)
2018-09-14 10:35:56 -04:00
mazmazz
a414ccf24a
nodigimusic nomusic nosound -> digital_disabled midi_disabled sound_disabled
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(cherry picked from commit 07738fb0bc
)
2018-09-14 10:35:51 -04:00
mazmazz
44557d9c9d
I_MusicPlaying, I_MusicPaused other targets
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(cherry picked from commit d5ec388159
)
2018-09-14 10:28:35 -04:00
mazmazz
011a043dba
Refactoring, music statues
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* S_Init -> S_InitSfxChannels because it did mostly SFX anyway
* S_MusicPlaying, S_MusicPaused, S_MusicName, S_MusicExists new status methods
* I_MusicPlaying, I_MusicPaused
(cherry picked from commit f5f0b5e76c
)
2018-09-14 10:28:29 -04:00
mazmazz
e58a8f4fe1
Consolidate I_SetDigMusicVolume and I_SetMIDIMusicVolume other targets
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(cherry picked from commit 9fb9386f84
)
2018-09-14 10:23:47 -04:00
mazmazz
a7ed7b2c90
Consolidate I_SetDigMusicVolume and I_SetMIDIMusicVolume into one method
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* In s_sound, they are merged to one method as well, but there are still two separate digvolume and seqvolume variables
* Simplified Dig/MidiMusicDisabled in s_sound
* Method reordering
(cherry picked from commit 701cc5a7dd
)
2018-09-14 10:23:37 -04:00
mazmazz
46b53e8bae
Added I_GetMusicType and removed midimode variable: other targets
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(cherry picked from commit 14b393ab16
)
2018-09-14 09:55:45 -04:00
mazmazz
06b7367941
Added I_GetMusicType and removed midimode variable
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* Revised S_PlayMusic arguments
* Now music plays again!
(cherry picked from commit 55f3803e4b
)
2018-09-14 09:42:29 -04:00
mazmazz
b59aa27104
Loose ends other targets
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(cherry picked from commit 9a5fc5f66a
)
2018-09-14 09:41:08 -04:00
mazmazz
25361713dc
NiGHTS drone loop: Change flyangle comparison to fix detection from vertical angles
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Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
(cherry picked from commit ce215195f8
)
2018-09-14 08:58:19 -04:00
mazmazz
ba7d97733d
Fix NiGHTS drone loop detection by using pl->flyangle
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(cherry picked from commit 67e4381284
)
2018-09-14 08:57:37 -04:00
mazmazz
3359b221d6
Merge remote-tracking branch 'public-gitlab/master' into public-op-nightsbumper-fix
2018-09-14 08:55:30 -04:00
mazmazz
b666fa3131
P_SpawnMapThing: Ignore MTF_ flags if MT_NIGHTSBUMPER
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(cherry picked from commit d85f108997
)
2018-09-14 08:52:10 -04:00
mazmazz
f8834b0201
MT_NIGHTSBUMPER Spawn: Don't reset mthing->options
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(cherry picked from commit dc9fd6f02e
)
2018-09-14 08:52:10 -04:00
mazmazz
e8a5735f75
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-14 08:42:02 -04:00
mazmazz
714464993e
420: Removed unnecessary include (gametic no longer needed)
2018-09-14 08:26:52 -04:00
Monster Iestyn
6fbc014ea3
Merge branch 'thwomp-fixes' into 'next'
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Thwomp fixes: Don't trigger on spectator; don't trigger on ~FF_EXISTS
See merge request STJr/SRB2!277
2018-09-13 14:47:40 -04:00
mazmazz
db41034ad9
Block song position changes on GME because unstable
2018-09-13 13:27:42 -04:00
mazmazz
8e4569381f
Merge branch 'master' into musicplus-core
2018-09-13 13:24:46 -04:00
mazmazz
ca5602f13b
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-13 12:19:28 -04:00
mazmazz
adca20b07f
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-13 12:19:10 -04:00
mazmazz
07af82aa84
Missed fog boolean -> integer
2018-09-13 12:18:53 -04:00
mazmazz
761150b12d
455: Fog flag fix for fading
2018-09-13 12:18:10 -04:00
mazmazz
21506873be
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-13 12:10:14 -04:00
mazmazz
103db964fe
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-13 12:08:56 -04:00
mazmazz
6824e6a359
Make extracolormap_t->fog UINT8; it's not boolean, but categorical
2018-09-13 12:08:46 -04:00
Digiku
89a6694d67
Don't trigger thwomp on spectators
2018-09-13 11:32:40 -04:00
mazmazz
c32c72c401
Thwomp fix: Don't trigger (look for players) when ~FF_EXISTS
2018-09-13 11:32:38 -04:00
mazmazz
3fc8ed5a9f
455: Set timing by either Back Y or Front Y, but not line length
2018-09-13 10:53:03 -04:00
mazmazz
94939f6613
455: Don't override fadergba on default/no colormap init (~BOUNCY)
2018-09-13 10:43:41 -04:00
mazmazz
5aa66f8872
455: Add speed increment timing (~EFFECT4) to FadeColormap
2018-09-13 10:43:32 -04:00
mazmazz
539092bec5
491, 492: Allow BLOCKMONSTERS raw translucency value in floorheight
2018-09-13 00:26:49 -04:00
mazmazz
4ab3a986f3
492 PolyObj Fade, 491 PolyObj Translucency, 490 PolyObj changes
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* 490: Set proper render flags according to spawnflags
* 491: Add relative calc (EFFECT3) and Front X alpha param (DONTPEGTOP)
* 492:
* Tic-based (EFFECT4) and speed timing
* Add relative calc (EFFECT3) and Front X alpha param (DONTPEGTOP)
* Set proper render flags according to spawnflags
* Fix OpenGL >= NUMTRANSMAPS render bug
2018-09-13 00:06:11 -04:00
mazmazz
0697a1b90a
PolyObjFade: Apply RENDER, SOLID, and NOSPECIALS flags according to spawnflags
2018-09-13 00:06:08 -04:00
mazmazz
2f9e014aab
490 PolyVisible: Set proper spawn render flags instead of RENDERALL
2018-09-13 00:06:06 -04:00
mazmazz
63a3125df2
420: A parenthesis
2018-09-12 21:49:03 -04:00
mazmazz
46067f0579
Merge remote-tracking branch 'origin/lightfade-ticbased' into lightfade-ticbased
2018-09-12 21:35:46 -04:00
mazmazz
41fe080a68
420: Allow Back Y Offset for timing parameter
2018-09-12 21:32:12 -04:00
mazmazz
dc72835679
Merge branch 'colormap-overhaul' into colormap-overhaul-fade
2018-09-12 21:06:27 -04:00
mazmazz
3b05f7f925
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 21:06:07 -04:00
mazmazz
0b2caa948f
Init side->colormap_data pointer to NULL (for paranoia)
2018-09-12 21:05:50 -04:00
mazmazz
05c91f1f81
455: Change to side->colormap_data
2018-09-12 20:52:05 -04:00
mazmazz
17a78ba674
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-12 20:47:00 -04:00
mazmazz
1fcfa7fcf1
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 20:46:02 -04:00
mazmazz
f7ff440250
Add colormap_data to side_t and store colormaps there on setup
2018-09-12 20:43:48 -04:00
mazmazz
fad12d6be3
Merge branch 'master' into le-fadefof
2018-09-12 18:01:42 -04:00
mazmazz
30b9ed59c0
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-12 17:40:24 -04:00
mazmazz
ad9ef5d593
Merge errors
2018-09-12 17:39:30 -04:00
mazmazz
978b9bdea2
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 17:30:09 -04:00
mazmazz
c58e9b0bae
Merge remote-tracking branch 'origin/master' into colormap-overhaul
2018-09-12 17:28:22 -04:00
mazmazz
9fb9b44383
Fade FOF colormap support
2018-09-12 16:59:35 -04:00
mazmazz
06fa05f6cd
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-12 16:30:10 -04:00
mazmazz
8535fb01c2
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 16:29:02 -04:00
mazmazz
62b6950e33
Use lightlist.extra_colormap double pointers in OpenGL
2018-09-12 16:28:55 -04:00
mazmazz
9170174768
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 16:07:07 -04:00
mazmazz
7d36aae7c4
Make lightlists react to control sector colormap changes (double pointer)
2018-09-12 16:06:56 -04:00
mazmazz
42f1f0acdb
P_ResetFakeFloorFader: Argument order error with dolighting
2018-09-12 12:40:56 -04:00
mazmazz
d2f636d5a2
T_FadeColormap: Fade subtraction error
2018-09-12 11:33:44 -04:00
mazmazz
51a2982226
455: TFERLINE - Set target sector's colormap first to control backsector's colormap
2018-09-12 11:21:49 -04:00
mazmazz
b120331151
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 11:14:52 -04:00
mazmazz
92c5cb8233
Colormap savegame failsafe - Handle NULL (default colormap)
2018-09-12 11:13:49 -04:00
mazmazz
d85019b4e4
More NULL failsafes
2018-09-12 11:11:22 -04:00
mazmazz
e95cd0f962
Colormap savegame failsafe - Handle NULL (default colormap)
2018-09-12 11:06:18 -04:00
mazmazz
8190433b71
456: Missing break
2018-09-12 09:42:51 -04:00
mazmazz
ee51f586c2
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 09:11:35 -04:00
mazmazz
4d9925e8cf
447: ResetColormapFader when changing colormap explicitly
2018-09-12 09:09:10 -04:00
mazmazz
c4079dfca9
Merge branch 'colormap-overhaul-change-ldef' into colormap-overhaul-fade
2018-09-12 09:07:55 -04:00
mazmazz
14b71bdbc5
Fade colormap special 455! And stop fade colormap 456
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* Added T_FadeColormap thinker and netsync
* Added sector_t fadecolormapdata property
2018-09-12 09:06:38 -04:00
mazmazz
9a6a8b0b82
Outdated comment; unused var
2018-09-12 08:07:34 -04:00
mazmazz
cb2ac9b4d3
Formatting
2018-09-12 08:06:44 -04:00
mazmazz
7767adbf32
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 08:03:45 -04:00
mazmazz
4d26cf6330
447: Allow relative calc from backside colormap (ML_TFERLINE)
2018-09-12 07:55:47 -04:00
mazmazz
6f0b28c48f
447: Allow alternate alpha without relative calc
2018-09-12 07:38:51 -04:00
mazmazz
9a388af8ec
447: AddColormap no longer returns chained colormap, so chain it ourselves
2018-09-12 07:31:10 -04:00
mazmazz
55c43a2161
R_AddColormap will not return an existing colormap, and new colormap is not added to chain
2018-09-12 07:24:22 -04:00
mazmazz
867bde3789
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-12 07:15:26 -04:00
mazmazz
87ad2a87f7
Smarter default fadergbaA and fadeend for relative calc
2018-09-12 07:14:23 -04:00
mazmazz
133c3598a7
Add fadestart/fadeend/fog to R_AddColormaps
2018-09-12 07:07:26 -04:00
mazmazz
6059b8edc9
447: Extra params for R_AddColormaps
2018-09-12 07:06:58 -04:00
mazmazz
8754268abe
Add fadestart/fadeend/fog to R_AddColormaps
2018-09-12 07:06:45 -04:00
mazmazz
5e59b8c55a
Duplicate lines
2018-09-11 22:49:32 -04:00
mazmazz
b56ff10ce7
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 22:44:44 -04:00
mazmazz
92a97fb1a6
Split colormap netsync to Load/SaveExtraColormap methods
2018-09-11 22:44:31 -04:00
mazmazz
90aeac5058
Add R_CheckEqualColormaps comparison method
2018-09-11 22:43:12 -04:00
mazmazz
f0c11eb135
R_AddColormaps method
2018-09-11 21:03:55 -04:00
mazmazz
54669a6cc8
Use R_AddColormaps method in 447 relative calc
2018-09-11 21:03:13 -04:00
mazmazz
0fb594ad58
R_AddColormaps method
2018-09-11 21:02:58 -04:00
mazmazz
a1a05c9972
Add relative color change to 447
2018-09-11 19:11:50 -04:00
mazmazz
b9e4cd40ca
Use RGB/RGBA macros in 447 code
2018-09-11 17:32:43 -04:00
mazmazz
3e49cc68d2
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 17:31:35 -04:00
mazmazz
548f02eea1
Extra macros R_GetRgbaRGB; R_PutRgbaR/G/B/A/RGB/RGBA
2018-09-11 17:30:43 -04:00
mazmazz
5975f26177
Don't set sector's extra_colormap if we just made a default clone
...
* Allow colormap parsing to proceed in p_setup always
* Add R_CheckDefaultColormap
* Add R_GetRgbaR/G/B/A macros
2018-09-11 17:08:57 -04:00
mazmazz
5523fc3a8d
Account for NULL colormaps in alpha-only code 447
2018-09-11 17:07:50 -04:00
mazmazz
f703c19502
Don't set sector's extra_colormap if we just made a default clone
...
* Allow colormap parsing to proceed in p_setup always
* Add R_CheckDefaultColormap
* Add R_GetRgbaR/G/B/A macros
2018-09-11 17:06:44 -04:00
mazmazz
bb6cf6a807
Added alpha-only, relative calc, and offset params to 447 Change Colormap
2018-09-11 16:50:35 -04:00
mazmazz
71ade23739
Ifdef typo
2018-09-11 15:59:56 -04:00
mazmazz
fb7ac4ccae
Ifdef typo
2018-09-11 15:59:13 -04:00
mazmazz
c6dbf2e560
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 15:57:58 -04:00
mazmazz
c920827032
Consolidate colormap matching into R_GetColormapFromList
2018-09-11 15:56:21 -04:00
mazmazz
3290104922
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 15:50:21 -04:00
mazmazz
78aefc05cf
Consolidate colormap matching into R_GetExistingColormap
2018-09-11 15:50:12 -04:00
mazmazz
87cf18b60b
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 15:20:58 -04:00
mazmazz
85d89287de
Add R_CopyColormap
2018-09-11 15:20:30 -04:00
mazmazz
5dad8d15b0
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 15:03:04 -04:00
mazmazz
3da58f436c
Merge branch 'master' into colormap-overhaul
2018-09-11 15:02:35 -04:00
mazmazz
ba88f8ebb6
Smarter string digit parsing; allow alpha-only values
...
* GetDefaultColormap and CheckDefaultColormapValues methods
2018-09-11 15:01:05 -04:00
mazmazz
8695a5f5df
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 13:46:47 -04:00
mazmazz
4ef016e40f
Clear colormaps properly (resolve sigsegv crash)
2018-09-11 13:46:34 -04:00
mazmazz
19fbb177ec
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-11 13:33:31 -04:00
mazmazz
506ce43627
Initialize extra_colormaps to NULL on program start
2018-09-11 13:31:09 -04:00
mazmazz
a818b9a1dc
Remove cr/cg/cb/ca in favor of rgba * Change default colormap values to be in sync with rgba/fadergba
2018-09-11 13:27:04 -04:00
Monster Iestyn
82a26580de
Merge branch 'master' into change-colormap-ldef
2018-09-11 16:43:01 +01:00
Monster Iestyn
fd783f09ea
Merge branch 'public_next'
...
# Conflicts:
# src/p_setup.c
# src/r_data.c
2018-09-11 16:41:27 +01:00
Monster Iestyn
3218ab17e0
Merge branch 'master' into next
2018-09-11 16:34:16 +01:00
mazmazz
4494630cdd
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-09-11 11:26:12 -04:00
mazmazz
63699c6e14
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-09-11 11:25:21 -04:00
mazmazz
5f87f4a47a
Don't decrement fade timer if song is paused
2018-09-11 11:20:46 -04:00
mazmazz
5ea8dc3dfa
Change to percentage calc from interval decrement for volume fade
2018-09-11 11:17:30 -04:00
mazmazz
9a52816cb4
Use percentage calc instead of interval decrement for tic-based fading
2018-09-11 10:28:24 -04:00
mazmazz
c468451a63
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-11 10:08:13 -04:00
mazmazz
36923ae7b0
Use percentage calc instead of interval decrement for tic-based timing
2018-09-11 10:05:25 -04:00
mazmazz
df4ea79ab7
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-10 22:37:34 -04:00
mazmazz
b7a216c78b
Add COLORMAPREVERSELIST ifdef to toggle Newest -> Oldest extra_colormaps order
2018-09-10 22:37:27 -04:00
mazmazz
36522665c3
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-10 22:35:45 -04:00
mazmazz
17e101a24b
Add COLORMAPREVERSELIST ifdef to toggle Newest -> Oldest extra_colormaps order
2018-09-10 22:35:26 -04:00
mazmazz
f29acffb19
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-10 21:57:09 -04:00
mazmazz
43ae25c4fd
Make default extracolormap on init
...
* Calc fadedist in R_CreateLightTable
2018-09-10 21:56:57 -04:00
mazmazz
0c4f3cbeca
Merge branch 'colormap-overhaul' into colormap-overhaul-change-ldef
2018-09-10 21:15:44 -04:00
mazmazz
22746c1d91
Savegame fixes
2018-09-10 21:15:34 -04:00
mazmazz
c007dfacec
Savegame fixes
2018-09-10 21:12:56 -04:00
mazmazz
75267dfa2c
Merge remote-tracking branch 'origin/change-colormap-ldef' into colormap-overhaul-change-ldef
2018-09-10 21:06:28 -04:00
mazmazz
3da38f2a9b
Fixed colormap matching code again * Added debug messages for matching code
2018-09-10 20:56:59 -04:00
mazmazz
1e4f5e8d45
Remove MAXCOLORMAPS
2018-09-10 20:41:12 -04:00
mazmazz
8d78c22194
extracolormap_t refinement and netsyncing
...
* Store raw values per rgba in extracolormap_t (no maskcolor or fadecolor)
* Crunched some UINT16/32 into UINT8
* Calculate mask values in R_CreateLightTable
* ifdef out EXTRACOLORMAPLUMPS
2018-09-10 20:36:34 -04:00
mazmazz
c92226890e
Remove bottommap and topmap from savegame because unused
2018-09-10 16:50:35 -04:00
mazmazz
7e9297d06e
Savegame netsync for sector colormaps; add spawn_midmap and co for comparison
2018-09-10 16:50:27 -04:00
mazmazz
7608583c6f
Fix shared colormap matching
2018-09-10 16:42:07 -04:00
mazmazz
53733ddf76
Type 606 renderer check allow OGL again
2018-09-10 16:32:54 -04:00
mazmazz
2701976ba3
Compiler fixes
2018-09-10 16:28:39 -04:00
mazmazz
e0d8a6eec0
Get rid of bottommap, midmap, topmap
2018-09-10 16:16:04 -04:00
mazmazz
574a591d43
P_LoadRawSideDefs2 colormap cleanup (merge ogl and software to one block)
2018-09-10 16:08:43 -04:00
mazmazz
e33ed45b7b
Colormap overhaul in r_data.c
...
* Split R_CreateColormap to R_CreateLightTable
* Replace extra_colormaps array with next/prev pointer chain
* Remove foundcolormaps; instead store lumpnum in extracolormap_t
* Add properties to extracolormap_t for portability
2018-09-10 15:59:31 -04:00
mazmazz
fef38acc59
Merge remote-tracking branch 'public-gitlab/colormap-code-cleanup' into colormap-cleanup
2018-09-10 13:24:57 -04:00
PrisimaTheFox
4ada0b0a9e
Update m_anigif.c
...
Remember gif_frames starts at 0
2018-09-10 17:12:10 +01:00
PrisimaTheFox
d26ba2ee54
Update m_anigif.c
...
More accurate GIF delay.
2018-09-10 17:12:04 +01:00
mazmazz
88d9da79e6
Move tic-based to EFFECT4
2018-09-10 12:00:44 -04:00
mazmazz
acea0bfd68
Move tic-based to EFFECT4, relative calc to EFFECT3
2018-09-10 12:00:15 -04:00
Monster Iestyn
40ff436829
Remove commented out stuff, now I've confirmed everything works fine without them
2018-09-10 15:49:21 +01:00
mazmazz
148e3ff538
Use ML_NOCLIMB for FF_TRANSLUCENT handling in type 452
2018-09-10 10:17:39 -04:00
mazmazz
8e75fe50db
Default to using back offset params if back linedef exists; else fallback to distance-based params
2018-09-10 10:11:27 -04:00
mazmazz
da5a7a013d
Add type 452 Set FOF Alpha
...
* Fade FOF moved to type 453
* Stop Fade FOF moved to type 454
2018-09-10 10:09:02 -04:00
mazmazz
02a94dc941
Add distance-based params and make default (ML_DONTPEGBOTTOM to use back offsets)
2018-09-10 09:49:52 -04:00
mazmazz
b8da218b61
Add relative destvalue calc (ML_EFFECT4)
...
* rover->alpha init fixes with invisible FOFs
2018-09-10 09:49:00 -04:00
mazmazz
e171e565ce
Remove bottommap and topmap from savegame because unused
2018-09-10 09:03:58 -04:00
mazmazz
002f1bad8f
Savegame netsync for sector colormaps; add spawn_midmap and co for comparison
2018-09-10 09:01:09 -04:00
mazmazz
a6f959ba21
Set mobj->floorrover and ceilingrover in appropriate places
2018-09-10 00:38:07 -04:00
mazmazz
0d88f31bbd
Add floorrover and ceilingrover to precipmobj_t
2018-09-10 00:23:23 -04:00
mazmazz
943dc9412d
Initialize floorrover and ceilingrover on SpawnMobj
2018-09-10 00:20:51 -04:00
mazmazz
832f891cbb
Remove rovernum increment from P_CheckPosition because unused
2018-09-10 00:13:32 -04:00
mazmazz
03d1baf422
Savegame floorrover fixes
2018-09-10 00:07:22 -04:00
mazmazz
5136293f62
Store sectornum/ffloornum as UINT32, not INT32
2018-09-09 23:52:36 -04:00
mazmazz
dd35871699
Savegame netsync for mobj->floorrover and ceilingrrover
2018-09-09 23:48:42 -04:00
mazmazz
f33f9dd284
Replace sectornum/rovernum index vars with ffloor pointers
2018-09-09 23:12:37 -04:00
mazmazz
9cc186441b
Fix fog visual glitch with fading
2018-09-09 22:14:24 -04:00
mazmazz
d01193df80
Apply ~FF_EXISTS moving plat fix for VERTICALFLIP
2018-09-09 21:59:41 -04:00
mazmazz
231f19aaab
Revert "Merge branch 'random-fof-fixes' into fof-fixes-movingplatexists"
...
This reverts commit cc11459054
, reversing
changes made to 7e3d5cd373
.
2018-09-09 21:02:43 -04:00
mazmazz
573e1d0017
Replace firsttic with timer increment
2018-09-09 21:01:00 -04:00
mazmazz
7a3eb31b57
A number
2018-09-09 20:51:08 -04:00
mazmazz
0202bbcfd3
Replace firsttic with timer increment
2018-09-09 20:45:12 -04:00
mazmazz
703764d769
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-09 20:18:57 -04:00
mazmazz
3d5f225702
Replace firsttic with decrement timer
2018-09-09 20:18:43 -04:00
mazmazz
ea2276eb07
Fix tic-based bug returning early
2018-09-09 19:57:41 -04:00
mazmazz
43ae628adc
Cap lightlevel fading at spawn_lightlevel (don't make darker)
2018-09-09 19:44:35 -04:00
mazmazz
c3c4a251f1
Added tic-based logic to FOF fade (ML_EFFECT5)
2018-09-09 19:31:32 -04:00
Monster Iestyn
c0bf79ad8e
R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
...
With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
2018-09-09 22:48:09 +01:00
mazmazz
80a4a03f8e
Finalize light level on fade finish (not forced stop)
...
* Added destlightlevel property to fade_t
* Fixed dotranslucent, dolighting, docollision order weirdness in function calls
2018-09-09 17:20:35 -04:00
mazmazz
368f96e605
Fade FOF lighting fixes; properly calculate destlightvalue
2018-09-09 15:41:30 -04:00
mazmazz
ca58fba24a
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-09 13:44:30 -04:00
mazmazz
aeb45132c5
Revert "Snap light level to software values (32 levels)"
...
This reverts commit cc26d03c93
.
2018-09-09 13:43:00 -04:00
mazmazz
baababcf0b
Add spawn_lightlevel to sector_t
2018-09-09 12:44:35 -04:00
mazmazz
675f69afea
Flag re-organization
...
* Change alternate param flag from BLOCKMONSTERS to DONTPEGBOTTOM
* Change tic-based flag from NOCLIMB to EFFECT5
2018-09-09 09:34:36 -04:00
mazmazz
032f95803d
Merge branch 'master' into change-colormap-ldef
2018-09-09 08:40:38 -04:00
mazmazz
5032f783d7
Don't add a thinker if alpha is already equal
2018-09-09 08:10:45 -04:00
mazmazz
3f4656e57e
Polyobject Fade logic
2018-09-09 08:08:48 -04:00
mazmazz
eb590910b2
Added NIGHTSLINK bonus type for the 2.1 Link Bonus
2018-09-09 01:13:02 -04:00
mazmazz
0049f904c0
Add light fading to FadeFakeFloor
...
* Declare P_RemoveLighting in header for p_spec.c use
2018-09-08 23:44:29 -04:00
mazmazz
4ca38dc8a1
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-08 23:03:18 -04:00
mazmazz
cc26d03c93
Snap light level to software values (32 levels)
...
* New properties `exactlightlevel` and `lightlevel` in `lightlevel_t`
2018-09-08 23:01:35 -04:00
mazmazz
68e67917f1
Split P_FadeLight into P_FadeLightBySector
2018-09-08 22:14:49 -04:00
mazmazz
1e1b01c157
Implemented tic-based light fading
...
* ML_BLOCKMONSTERS specifies destvalue and speed by texture offsets
* ML_NOCLIMB toggles tic-based logic
* Added props `duration`, `interval`, and `firsttic` to `lightlevel_t`
2018-09-08 22:10:51 -04:00
mazmazz
81acf82e99
Re-render lighting when setting FF_EXISTS
2018-09-08 20:49:32 -04:00
mazmazz
069cc480c1
Add dolighting flag to FadeFakeFloor thinker
2018-09-08 20:41:45 -04:00
mazmazz
3eb7c3931e
When detecting invisible FOFs, don't include light blocks
2018-09-08 20:08:48 -04:00
mazmazz
3858a93cfa
Initialize invisible FOF alpha to 1 on first fade
2018-09-08 09:31:23 -04:00
mazmazz
fa0918c2f1
Handle rendering flags for invisible FOFs
2018-09-08 09:08:32 -04:00
mazmazz
fcc7180d5c
Enable FF_CUTSOLIDS handling and updating by sector->moved
2018-09-08 08:59:17 -04:00
mazmazz
47c9bf2ebc
Disable FadeFakeFloor for laser block
2018-09-08 01:33:12 -04:00
mazmazz
dc964738eb
Never handle FF_EXISTS if FF_BUSTUP
2018-09-08 01:23:15 -04:00
mazmazz
66dc84509a
Fix Mario block triggering during ghost fade
2018-09-08 01:12:34 -04:00
mazmazz
b629104197
Also check for FF_SOLID
2018-09-08 01:07:08 -04:00
mazmazz
cc11459054
Merge branch 'random-fof-fixes' into fof-fixes-movingplatexists
2018-09-08 00:37:04 -04:00
mazmazz
7e3d5cd373
Comment out tmfloorrover and tmceilingrover because unused
2018-09-08 00:36:43 -04:00
mazmazz
76d7a54b2b
Fix player Z snap to floor on moving platform ~FF_EXISTS
...
* Track player's old floorz by mo->floor_sectornum and floor_ffloornum
* Track tmfloorz by tmfloorrover, tmfloor_sectornum, tmfloor_rovernum
* Ceiling variants of the above
2018-09-08 00:34:56 -04:00
mazmazz
f52f72256b
Thwomp fix: Don't trigger (look for players) when ~FF_EXISTS
2018-09-07 18:14:52 -04:00
Monster Iestyn
316c08bbbb
Merge branch 'netcode-nitpicking' into 'next'
...
Netcode nitpicking
See merge request STJr/SRB2!274
2018-09-07 15:59:49 -04:00
mazmazz
0b365d0d08
Initial polyobj fade skeleton
2018-09-07 15:27:18 -04:00
mazmazz
bc2f48a018
Merge branch 'master' into nights-dronebox
2018-09-07 09:06:32 -04:00
mazmazz
3b39895e4f
Stray nights-onfootfix line
2018-09-07 09:01:38 -04:00
mazmazz
c0ffbdafce
Revert "Ideya fixes when a player has more than one Ideya"
...
This reverts commit e3facccb9d
.
2018-09-07 08:56:53 -04:00
mazmazz
4fe1b2652d
Merge branch 'master' into nights-fastercapsule
2018-09-07 08:56:02 -04:00
mazmazz
49b27fc124
Deduct marescore immediately on instakill
...
* Deduct player->spheres too, missed that one
2018-09-07 08:19:22 -04:00
mazmazz
c50a0d60f5
Merge branch 'master' into nights-keeppoints
2018-09-07 08:13:57 -04:00
mazmazz
4147773d0c
Merge branch 'master' into le-fadefof
2018-09-06 18:12:24 -04:00
mazmazz
9e5b9ac50e
Flicky colors indexing fix
2018-09-06 13:20:55 -04:00
mazmazz
956d48b5e0
Compiler errors
2018-09-06 13:16:50 -04:00
mazmazz
bd6bc368a3
Stray comments
2018-09-06 12:13:03 -04:00
mazmazz
1c273cdcc8
Make default flicky home radius 384
2018-09-06 11:59:55 -04:00
mazmazz
e75213b14d
Limit random fish color to SRB2's defaults
2018-09-06 11:56:55 -04:00
mazmazz
f15bb2dfba
Change default radius to 448
...
* Put default radius back in FLICKY_CENTER states
2018-09-06 11:54:06 -04:00
mazmazz
0c2340b0bc
Impose home radius on aimless flickies; improve randomness of flickyhitwall angle
2018-09-06 11:17:08 -04:00
mazmazz
f8d260b044
Only allow flicky bounce (MF_NOCLIPTHING) if also in-place (MF_GRENADEBOUNCE)
2018-09-06 10:32:26 -04:00
mazmazz
7d834ff894
Erase default home radius from states and impose default on home check
2018-09-06 10:20:01 -04:00
mazmazz
2cfd941778
Re-organize flags for FLICKY_CENTER
...
* Flickies can be in-place with just one flag (MF_GRENADEBOUNCE)
* Flickies can now hop whether orbiting, aimless, or in-place
* Removed ability to customize movedir for orbit; will always be random
* Removed ability to customize gravity sink for aimless flying flickies
* Misc: Use P_SetTarget to set actor->tracer for flicky center
2018-09-06 10:17:41 -04:00
mazmazz
fe2d1e9020
Merge branch 'master' into flicky-things
2018-09-06 08:09:02 -04:00
mazmazz
f000a68150
Impose default radius for orbiting flickies
2018-09-06 08:08:53 -04:00
mazmazz
21a55a4702
Make default behavior: aimless flying flickies stay at Z height
2018-09-06 08:07:13 -04:00
mazmazz
956b83729b
Store extravalue1 (home radius) immediately in A_FlickyCenter, not during player look routine
2018-09-06 07:55:15 -04:00
mazmazz
e5dd74eb45
Change flicky thing #s to 2200s
2018-09-06 07:24:46 -04:00
Monster Iestyn
16c7c264a5
Wrap the text and snap to bottom
2018-09-04 19:52:50 +01:00
Monster Iestyn
bffaafd61e
Add V_DrawTutorialBack for drawing a console-like background box, add Lorem ipsum as filler test
2018-09-04 19:21:58 +01:00
Monster Iestyn
df51997022
Merge branch 'master' into tutorial-time
2018-09-04 17:06:50 +01:00
Monster Iestyn
2b0ce807c7
Fix mixed d+c in NiGHTS trigger code, fix stray "INT8" in A_ConnectToGround
2018-09-04 17:04:24 +01:00
Monster Iestyn
aba9bd13bb
Add "tutorialmode" var to help the game know when we're in a tutorial or not, add placeholder for tutorial HUD to test it works
2018-09-04 16:58:49 +01:00
Monster Iestyn
bcc9e58d0e
Merge branch 'master' into tutorial-time
2018-09-04 15:54:50 +01:00
Monster Iestyn
2ac50cd2b7
Merge branch 'public_next'
...
# Conflicts:
# src/r_main.c
2018-09-04 15:53:07 +01:00
Monster Iestyn
38ac999d77
Merge branch 'addfile-verify-fix' into 'next'
...
Addfile command verify fix.
See merge request STJr/SRB2!272
2018-09-03 17:17:46 -04:00
Monster Iestyn
ea06e8a62b
SOCK_Send: Split the actual sending data parts into a new function, SOCK_SendToAddr, to make everything look a bit neater in general
2018-09-03 20:53:40 +01:00
Monster Iestyn
7b083f07cd
UDP_Socket: I doubt client addresses are meant to be included in the total for broadcast addresses
2018-09-03 15:56:02 +01:00
Monster Iestyn
846bddfdcf
SOCK_Send: Fix what appears to be a mistaken use of i instead of j
2018-09-03 15:52:22 +01:00
Monster Iestyn
24aafa6dac
UDP_Socket: Add missing limit checks for s, for client and broadcast addresses
2018-09-03 15:43:36 +01:00
Digiku
01314b6674
Merge branch 'nightsplus-le' into 'master'
...
NiGHTS Linedef Executor Triggers
Closes #102
See merge request STJr/SRB2Internal!142
2018-09-02 18:10:50 -04:00
mazmazz
cea76fe41f
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-09-02 08:16:40 -04:00
mazmazz
bb1af344ee
Linux Compiler fix HAVE_MIXERX cvars
2018-09-02 08:15:55 -04:00
Monster Iestyn
6ae78da47e
Merge branch 'master' into next
2018-09-02 13:00:56 +01:00
Steel Titanium
54fec7fa5c
Merge branch 'master' into addfile-verify-fix
2018-09-01 19:33:59 -04:00
mazmazz
dabd7f99e6
Add MUSICPOSTBOSSFADEIN
2018-09-01 13:10:50 -04:00
mazmazz
1681e6cc00
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-09-01 11:38:26 -04:00
mazmazz
7fbe97a3d2
Reset MIDI music properly on settings change
...
* Added reset flag to S_Start (now S_StartEx)
2018-09-01 11:37:53 -04:00
mazmazz
c8a9edca8d
Revert "Fix MIDI music not reloading sometimes on settings change"
...
This reverts commit aa48278fd4
.
2018-09-01 11:35:54 -04:00
mazmazz
aa48278fd4
Fix MIDI music not reloading sometimes on settings change
2018-09-01 11:34:03 -04:00
mazmazz
f0244c8b71
Fix MIDI music not reloading sometimes on settings change
2018-09-01 11:33:39 -04:00
mazmazz
9180f9b7ef
Add Mixer X retrieve song length and position natively, if available
2018-08-31 13:52:01 -04:00
mazmazz
8098d120cc
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-08-31 12:19:03 -04:00
mazmazz
58ef056d48
Fix MIDI not reloading when erroring on a player
2018-08-31 12:18:54 -04:00
Monster Iestyn
322da62b3c
Fix HOM removal not working properly for non-green resolutions
2018-08-31 17:14:44 +01:00
Steel Titanium
0f5d685d1f
Only do this if the admin player isn't the server host also.
2018-08-30 18:32:26 -04:00
Monster Iestyn
4083ee9df7
Apparently I am blind and missed that splitscreen only CC offset that overrides the code for the other offset below
2018-08-30 20:08:17 +01:00
mazmazz
fed72c344a
Dummy out NiGHTS item faster attract
2018-08-30 10:50:03 -04:00
mazmazz
dae37e2749
Drill mash penalty fix
2018-08-30 09:09:19 -04:00
mazmazz
a44be49535
Merge remote-tracking branch 'origin/master' into nights-inufixes
2018-08-30 08:13:34 -04:00
Monster Iestyn
ceb0abb081
Fix compiler complaints, remove a slipup of mine from when I was dealing with merge conflicts
2018-08-29 22:07:38 +01:00
Monster Iestyn
7db7a739d4
Use INFLIVES macro in place of 0x7f for infinite lives check
2018-08-29 21:31:15 +01:00
Monster Iestyn
5eddb1f455
Merge branch 'master' into hud-n-menu-tidbits
2018-08-29 21:28:11 +01:00
Monster Iestyn
523a02aa54
Merge branch 'master' into hud-cleaning
2018-08-29 20:46:35 +01:00
Monster Iestyn
1c5080151d
Fix typo introduced by changes to the setrings command
2018-08-29 20:46:08 +01:00
mazmazz
38bb71bada
Add mapmusposition placeholder to LE 413 change music
2018-08-29 15:21:17 -04:00
Monster Iestyn
a48326383c
Merge branch 'master' into hud-cleaning
...
# Conflicts:
# src/y_inter.c
2018-08-29 16:39:02 +01:00
mazmazz
6d97a10273
Merge remote-tracking branch 'origin/master' into nightsplus-le
2018-08-29 11:06:00 -04:00
mazmazz
dc86fe9b5f
Merge remote-tracking branch 'origin/master' into nightsplus-laplogic
2018-08-29 10:16:49 -04:00
Digiku
e0601616fe
Merge branch 'nights-bumper-fix' into 'master'
...
NiGHTS: Fix player positioning when touching Bumper
See merge request STJr/SRB2Internal!165
2018-08-29 06:02:24 -04:00
Digiku
a28cc10861
Merge branch 'op-nights-bumper' into 'master'
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Objectplace: Place NiGHTS Bumpers with the player's fly angle
See merge request STJr/SRB2Internal!166
2018-08-29 06:01:27 -04:00
Digiku
f8332f6765
Merge branch 'nights-nightserizeangle' into 'master'
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NiGHTS: Reset player another/flyangle on De/Nightserize
See merge request STJr/SRB2Internal!139
2018-08-29 04:27:02 -04:00
Digiku
4882b7c3f8
Merge branch 'intermission-bonuslivesmax' into 'master'
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Intermission: MaxBonusLives level header option for # of lives in score tally
See merge request STJr/SRB2Internal!162
2018-08-29 04:25:03 -04:00
Digiku
9746442a93
Merge branch 'le-ringspheres' into 'master'
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Line Execs: Make Ring triggers accept spheres in NiGHTS levels
See merge request STJr/SRB2Internal!163
2018-08-29 04:24:47 -04:00
Digiku
78c78d9e63
Merge branch 'sphere-ring-concurrence' into 'master'
...
Change SETSPHERES console command to SETRINGS to handle player->spheres transparently
See merge request STJr/SRB2Internal!167
2018-08-29 04:24:23 -04:00
mazmazz
b0be27a54e
Fix music fade out when MUSICPOSTBOSS is not specified or doesn't exist
2018-08-28 18:46:30 -04:00
Monster Iestyn
73a66d22df
At toaster's suggestion, have 2p control whether closed captioning is moved up if the powerup display is 1st person only
2018-08-28 20:57:43 +01:00
Monster Iestyn
1af8d3ac02
Merge branch 'master' into hud-n-menu-tidbits
...
# Conflicts:
# src/m_menu.c
# src/screen.c
# src/st_stuff.c
2018-08-28 20:51:46 +01:00
Monster Iestyn
58a844d3cf
Merge branch 'public_next'
...
# Conflicts:
# src/r_things.c
# src/v_video.c
2018-08-28 19:31:08 +01:00
mazmazz
9c35b3dfc5
Merge branch 'musicplus-core' into musicplus-sdlmixerx
2018-08-28 10:27:49 -04:00
mazmazz
9a5b8ec671
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-08-28 10:23:13 -04:00
mazmazz
75e6ad72ed
Fix MIDI looping/non-looping
2018-08-28 10:16:06 -04:00
mazmazz
0bea5729a7
Revise LUAh_MusicChange hook
2018-08-28 10:10:56 -04:00
mazmazz
9244a13721
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-08-27 08:40:36 -04:00
mazmazz
359a71c059
Move cvars to D_RegisterClientCommands for config recall
2018-08-27 08:40:24 -04:00
mazmazz
36d650c530
Remove MP3 warning for win32 Mixer X
2018-08-27 06:16:55 -04:00
mazmazz
b760fbe89b
Corrected unterminated #endif in sdl_sound
2018-08-27 06:15:01 -04:00
mazmazz
b701316505
Merge branch 'music-sdlmixerx' into musicplus-sdlmixerx
2018-08-27 05:59:55 -04:00
mazmazz
07ae007980
Remove unused methods (for now?)
2018-08-27 05:53:43 -04:00
mazmazz
9f6e913d43
Load Fluidsynth soundfont upon cvar change
2018-08-27 05:52:01 -04:00
mazmazz
878dc1af92
Lazy midi reload support on menu
2018-08-27 00:43:25 -04:00
mazmazz
535aed24bb
Advanced submenu for sound options
2018-08-26 23:58:43 -04:00
mazmazz
cc9d554dfd
Revert "Sound scroll menu attempt"
...
This reverts commit 7b11855041
.
2018-08-26 23:46:55 -04:00
mazmazz
7b11855041
Sound scroll menu attempt
2018-08-26 23:46:20 -04:00
mazmazz
28545822ba
Checkpoint: Add FluidSynth and Timidity support
2018-08-26 23:03:38 -04:00
mazmazz
8ee27d3297
Makefile comments
2018-08-26 23:02:57 -04:00
Monster Iestyn
61836e1565
Merge branch 'master' into next
2018-08-26 21:10:41 +01:00
mazmazz
65e5794ee3
HAVE_MIXERX and NOMIXERX compile flags (win32 only)
2018-08-26 15:12:00 -04:00
mazmazz
73b4c4c5b4
Fix S_ChangeMusic newmusic -> mmusic, merge error
2018-08-26 14:22:14 -04:00
mazmazz
768ce1a46f
Make SDL Mixer X win32-exclusive
2018-08-26 14:20:41 -04:00
mazmazz
35fdcee071
Merge branch 'music-cleanup' into music-sdlmixerx
2018-08-26 14:04:54 -04:00
toaster
710550bb9d
Missed one!
2018-08-26 12:38:53 +01:00
mazmazz
0f42363a97
Fixed post-boss music change with mapmusname comparison
2018-08-25 22:19:15 -04:00
mazmazz
a7ae059949
Case-insensitive music_name comparison
2018-08-25 22:00:31 -04:00
mazmazz
c82a5de4b7
Merge branch 'musicplus-core' into musicplus-feature-postboss
2018-08-25 21:55:49 -04:00
mazmazz
9f3549e5e1
Remove tolower music_name, because we do case-insensitive matching now
2018-08-25 21:53:22 -04:00
mazmazz
01c6dbed5c
Case-insensitive music matching
2018-08-25 21:50:56 -04:00
mazmazz
48b6255e93
Case-insensitive music_name comparison
2018-08-25 21:42:39 -04:00
mazmazz
083de09f88
Load mapmus vars post-boss even if another tune is playing, like a jingle
2018-08-25 17:42:46 -04:00
Monster Iestyn
d5ab3e75a5
Merge branch 'v_video_killed_the_r_radio_star' into 'master'
...
v_video Killed The r_radio Star
See merge request STJr/SRB2!270
2018-08-25 16:43:25 -04:00
Monster Iestyn
ed5bed4d2c
Merge branch 'zalloc_potter_and_the_death-free_hallows' into 'master'
...
Zalloc Potter and the Death-Free Hallows
See merge request STJr/SRB2!269
2018-08-25 16:43:14 -04:00
mazmazz
7d882c482f
UINT32 muspostbosspos fix
2018-08-25 16:28:56 -04:00
mazmazz
4dd6b733d6
MUSICPOSITION -> MUSICPOS
...
* Added muspos level header var to lua
# Conflicts:
# src/dehacked.c
# src/lua_maplib.c
# src/p_setup.c
2018-08-25 16:23:01 -04:00
mazmazz
493bc86b08
MUSICPOSITION -> MUSICPOS
...
* Added muspos level header var to lua
2018-08-25 16:21:34 -04:00
mazmazz
ed8288a028
MUSICPOSTBOSSPOSITION -> MUSICPOSTBOSSPOS
2018-08-25 16:18:09 -04:00
toaster
85474e33dd
Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP.
2018-08-25 21:17:34 +01:00
mazmazz
21d08b39bf
Merge branch 'musicplus-core' into musicplus-feature-postboss
...
# Conflicts:
# src/dehacked.c
# src/p_setup.c
2018-08-25 16:11:29 -04:00
mazmazz
610a83f60e
Added MUSICPOSTBOSSTRACK and MUSICPOSTBOSSPOSITION level header/variables
2018-08-25 16:10:46 -04:00
mazmazz
a3ed60d7bd
Added MUSICPOSTBOSS level header for boss post-defeat music
2018-08-25 16:02:12 -04:00
mazmazz
578e386e40
Add MUSICPOSITION level header and mapmusposition variable to instantly jump to position
...
* Cutscene support too!
2018-08-25 15:59:20 -04:00
mazmazz
78ea3bebfe
Remove S_ChangeMusic call in G_PlayerReborn because redundant to S_Init
2018-08-25 15:23:48 -04:00
toaster
80ac2366ba
Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
...
* V_DrawFixedPatch and ilk:
* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.
* V_DrawFill:
* Reduce number of operations performed upon `c`.
* V_DrawString and ilk:
* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
2018-08-25 19:52:17 +01:00
Digiku
cddb743fe1
Merge branch 'op-nightshoop' into 'master'
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NiGHTS objectplace: Place new hoop 1713 instead of 1705
See merge request STJr/SRB2Internal!136
2018-08-25 13:23:51 -04:00
mazmazz
4f388428bc
Add MUSIC_FORCERESET flag
2018-08-25 13:18:14 -04:00
toaster
91eb248e46
Fix up them there ghosts!
...
* Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
* Make ghosts spawn properly on slopes.
2018-08-25 17:11:49 +01:00
toaster
973b3c3f5e
Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
...
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
mazmazz
d9ab1e4424
Lua add S_MusicName
2018-08-25 08:08:30 -04:00
mazmazz
838d47acd3
Add S_MusicName back as a convenience function
...
* Move MUSICRATE to doomdef.h
2018-08-25 08:08:25 -04:00
mazmazz
ec2bc29bb1
Add MUSICRATE to dehacked
2018-08-25 08:08:04 -04:00
mazmazz
942276fab0
#ifdef MUSICRATE 1000 for adjustable music timings
2018-08-25 08:07:34 -04:00
wolfy852
6ddee877c5
Expose NEWTICRATE and NEWTICRATERATIO to Lua
...
This should keep 70FPS-compatible scripts from throwing nil value errors.
2018-08-25 03:40:43 -05:00
mazmazz
4f075bfb5d
Update functions for other targets
2018-08-24 18:20:53 -04:00
mazmazz
e88d147761
I_SongPlaying detect GME properly
2018-08-24 18:03:50 -04:00
mazmazz
eae5d3333f
Stub I_UnloadSong because we already unload in I_StopMusic
...
* Stop-gap for now. Ideally the logic would be in the respective places.
# Conflicts:
# src/sdl/mixer_sound.c
2018-08-24 18:02:46 -04:00
mazmazz
d39b7011c5
Volume fixes
...
# Conflicts:
# src/sdl/mixer_sound.c
2018-08-24 18:01:57 -04:00
mazmazz
9d0d101d03
I_SongPlaying detect GME properly
2018-08-24 18:00:39 -04:00
mazmazz
4d91b44c63
Detect GME more simply
2018-08-24 17:58:56 -04:00
mazmazz
bd01c75a4e
Stub I_UnloadSong because we already unload in I_StopMusic
...
* Stop-gap for now. Ideally the logic would be in the respective places.
2018-08-24 17:56:22 -04:00
mazmazz
a688de5dc2
Volume fixes
2018-08-24 17:56:14 -04:00
mazmazz
fb6f8c8a07
A word
2018-08-24 13:41:26 -04:00
mazmazz
df455fc638
Merge branch 'music-cleanup' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into music-cleanup
2018-08-24 13:36:07 -04:00
mazmazz
5f21bf230d
GME fix: play song in I_PlaySong, not I_LoadSong
2018-08-24 13:35:41 -04:00
mazmazz
bf4e7d2dd6
Lua S_MusicInfo fix and FMOD GME fix: play song in I_PlaySong, not I_LoadSong
2018-08-24 13:12:14 -04:00
mazmazz
bf61dbb6e2
Checkpoint: Revised fading routines for new load/play pattern
...
* Perform fade-out/fade-in using callbacks
* Move queued music from interface to s_sound
2018-08-24 13:11:38 -04:00
mazmazz
b5ef4e04d8
Lua method reordering for Musicplus
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* Change to S_MusicName to S_MusicInfo for API
2018-08-23 21:23:55 -04:00
mazmazz
a2d626384a
Merge branch 'music-cleanup' into musicplus-core
...
Pending rewrite of fade music changing
# Conflicts:
# src/android/i_sound.c
# src/djgppdos/i_sound.c
# src/i_sound.h
# src/s_sound.c
# src/s_sound.h
# src/sdl/mixer_sound.c
# src/sdl/sdl_sound.c
# src/win32/win_snd.c
2018-08-23 21:07:39 -04:00
mazmazz
9e6eebeb8d
Refactor I_MusicType MusicPlaying and MusicPaused other targets
2018-08-23 20:23:16 -04:00
mazmazz
4b82de9e54
Refactor I_MusicType MusicPlaying and MusicPaused -> I_SongType ...
2018-08-23 20:14:46 -04:00
Monster Iestyn
aee7dce891
Rewrite seenames HUD code even more; use text color flags rather than the special text color chars
2018-08-23 23:00:15 +01:00
mazmazz
cf065e106f
Refactoring and reordering other targets
2018-08-23 17:54:40 -04:00
Monster Iestyn
011459790f
Add INFLIVES as a constant that Lua/SOC can use
2018-08-23 22:18:52 +01:00
Monster Iestyn
e2c280504b
Make switch case for cv_seenames.value in ST_Drawer
2018-08-23 22:09:48 +01:00
mazmazz
a7d51bf810
Minor refactoring and reordering
...
* I_GetMusicType() -> I_MusicType()
* Wrap MIDI volume hack in #ifdef _WIN32
2018-08-23 17:05:37 -04:00
Monster Iestyn
6a88a65b94
Add quick macro for drawing the 1st person timer icons with timer string, add comments to ST_drawPowerupHUD
2018-08-23 22:00:37 +01:00
mazmazz
f6ec93198f
Play the opposite type music (Digital/MIDI) when toggling between them in menu
...
* S_MusicInfo method to retrieve name, flags, and looping
2018-08-23 16:46:40 -04:00
Monster Iestyn
0948b12eae
ST_drawNiGHTSHUD tweaks: Split NiGHTS link drawing into its own function, remove "minlink" hack and just do things properly
2018-08-23 21:13:45 +01:00
Monster Iestyn
d2a4408610
Make switch case for stplyr->textvar in ST_drawNightsRecords
2018-08-23 20:27:40 +01:00
Monster Iestyn
aa863e481e
Add INFLIVES macro, to make it easier to find infinite lives-related code
2018-08-23 20:09:39 +01:00
mazmazz
4aa100aa57
Toggle Digi/MIDI music in menu accurately; add S_MusicType
2018-08-23 13:09:20 -04:00
mazmazz
86f151db65
nodigimusic nomusic nosound refactor other targets
2018-08-23 12:43:38 -04:00
mazmazz
07738fb0bc
nodigimusic nomusic nosound -> digital_disabled midi_disabled sound_disabled
2018-08-23 12:42:57 -04:00
mazmazz
d5ec388159
I_MusicPlaying, I_MusicPaused other targets
2018-08-23 12:31:01 -04:00
mazmazz
f5f0b5e76c
Refactoring, music statues
...
* S_Init -> S_InitSfxChannels because it did mostly SFX anyway
* S_MusicPlaying, S_MusicPaused, S_MusicName, S_MusicExists new status methods
* I_MusicPlaying, I_MusicPaused
2018-08-23 12:30:47 -04:00
mazmazz
9fb9386f84
Consolidate I_SetDigMusicVolume and I_SetMIDIMusicVolume other targets
2018-08-23 11:54:58 -04:00
mazmazz
701cc5a7dd
Consolidate I_SetDigMusicVolume and I_SetMIDIMusicVolume into one method
...
* In s_sound, they are merged to one method as well, but there are still two separate digvolume and seqvolume variables
* Simplified Dig/MidiMusicDisabled in s_sound
* Method reordering
2018-08-23 11:54:36 -04:00
mazmazz
14b393ab16
Added I_GetMusicType and removed midimode variable: other targets
2018-08-23 10:19:04 -04:00
mazmazz
55f3803e4b
Added I_GetMusicType and removed midimode variable
...
* Revised S_PlayMusic arguments
* Now music plays again!
2018-08-23 10:18:38 -04:00
mazmazz
9a5fc5f66a
Loose ends other targets
2018-08-23 09:37:02 -04:00
mazmazz
e89eccf78e
Loose ends from previous work
...
* Pause/ResumeSong remove handle argument
* LoadSong declare char *data argument
* Variable weirdness
2018-08-23 09:36:51 -04:00
mazmazz
3ec1a122e0
Revert "Nix'd midimusicvolume other targets"
...
This reverts commit 58fbb4636f
.
# Conflicts:
# src/android/i_sound.c
# src/dummy/i_sound.c
# src/win32/win_snd.c
2018-08-23 09:09:12 -04:00
mazmazz
75cbfab8c6
Playback routines other targets
2018-08-23 09:06:31 -04:00
mazmazz
7efab8b314
Revert "Nix'd midimusicvolume", don't know what I want to do with this yet
...
This reverts commit b5c3095820
.
# Conflicts:
# src/i_sound.h
# src/s_sound.c
# src/s_sound.h
# src/sdl/mixer_sound.c
2018-08-23 09:06:13 -04:00
mazmazz
e42defa299
Playback routines: Load, Play, Pause, Stop, Unload
...
* Re-purpose I_LoadSong for digital music loading
* I_StartDigSong logic split between I_LoadSong and I_PlaySong
* Pause, Stop, and Unload routines are combined from Digi and MIDI
* music_lumpnum, music_data, music_handle from s_sound.c are gone
2018-08-23 09:02:14 -04:00
mazmazz
0bc9576eb0
Revert "CHANGED MIND: Nix'd S_MIDIMusic, I_PlaySong, and I_RegisterSong"
...
This reverts commit 8b46bce155
.
2018-08-23 07:50:02 -04:00
mazmazz
8b46bce155
CHANGED MIND: Nix'd S_MIDIMusic, I_PlaySong, and I_RegisterSong
...
* music_lumpnum, music_data, music_handle are gone
* Relevant interfaces I_PlaySong are transferred to I_StartDigSong
2018-08-23 07:49:09 -04:00
mazmazz
58fbb4636f
Nix'd midimusicvolume other targets
2018-08-23 07:39:45 -04:00
mazmazz
b5c3095820
Nix'd midimusicvolume
2018-08-23 07:39:32 -04:00
Monster Iestyn
e37f6585fa
Merge branch 'master' into tutorial-time
2018-08-22 21:30:29 +01:00
Monster Iestyn
f8c4c6dbc4
Hardcoded Brambles.lua from CEZRes.pk3, changed thing type to 1125
2018-08-22 17:16:11 +01:00
mazmazz
7d64c3114c
SDL Mixer X compile on Windows x86
2018-08-22 00:17:25 -04:00
mazmazz
3829998889
Initial work on SDL Mixer X
2018-08-21 14:57:53 -04:00
mazmazz
76f9890328
Position fixes with looppoint
2018-08-21 11:58:38 -04:00
Monster Iestyn
e88ebb6f75
Merge branch 'master' into tutorial-time
2018-08-21 15:41:35 +01:00
Monster Iestyn
87e37e21df
Merge branch 'public_next'
...
# Conflicts:
# src/sdl12/i_cdmus.c
# src/win32ce/win_cd.c
2018-08-21 15:40:54 +01:00
Monster Iestyn
2daaf637d9
Merge branch 'master' into next
2018-08-21 15:36:36 +01:00
Monster Iestyn
9d3aad9036
Merge branch 'XPMupdate' into 'master'
...
update XPM icon
See merge request STJr/SRB2!267
2018-08-21 10:31:25 -04:00
mazmazz
6fac87cab2
S_MusicPlaying safety
2018-08-21 08:56:05 -04:00
mazmazz
5db6df59b5
S_ChangeMusicWithFade fixes
...
* MusicSlot compatibility name fix
2018-08-21 08:55:53 -04:00
mazmazz
d6aa2c23aa
Lua FadeMusicFromVolume, GetMusicName refactor
2018-08-21 08:54:23 -04:00
mazmazz
f6789a6eb7
I_FadeSongFromLevel -> I_FadeSongFromVolume refactor other targets
2018-08-21 08:54:04 -04:00
mazmazz
2289a3bd79
I_FadeSongFromLevel -> I_FadeSongFromVolume refactor
...
* S_MusicName->GetMusicName refactor
* S_ChangeMusicWithFade->ChangeMusicAdvanced refactor
2018-08-21 08:53:51 -04:00
mazmazz
506db1e303
Interface name refactor: Music -> Song other targets
2018-08-21 06:22:42 -04:00
mazmazz
a1b1391e24
Interface name refactor: Music -> Song
...
* Music refers to the music system, song refers to the entity being played.
* s_sound doesn't follow this, everything is music
2018-08-21 06:22:35 -04:00
Monster Iestyn
dcf843e485
Merge branch 'defaultsoundvol' into 'master'
...
Change default sound volume
See merge request STJr/SRB2!238
2018-08-20 09:41:04 -04:00
mazmazz
17e2c3f5be
Debug messages
2018-08-20 08:47:41 -04:00
mazmazz
18daf255ee
Rename I_QueueDigSongPostFade to I_QueueDigSong
2018-08-20 01:16:52 -04:00
mazmazz
9539c597dd
Midimode safeties for song queueing/fading
2018-08-20 01:14:29 -04:00
mazmazz
6d8e3c2ac1
Lua comment
2018-08-20 01:14:16 -04:00
mazmazz
6b028049e0
Music lump existence minor fixes
2018-08-20 01:14:01 -04:00
mazmazz
60c9e5ab37
Lua player argument fixes, GetMusicLength and FadeMusic
2018-08-20 00:21:35 -04:00
mazmazz
9eeed6338f
Allow queueing music at end of song, not just fading
2018-08-20 00:12:23 -04:00
mazmazz
e51f9ecf90
* Allow S_ChangeMusic to queue the same track for fading
...
* StopDigSong upon running queue so that GME works for queueing
2018-08-19 23:20:40 -04:00
mazmazz
fb0d1b45ac
I_FadeOutStopMusic, I_FadeInStartDigSong, S_ChangeMusic lua
2018-08-19 22:06:09 -04:00
mazmazz
9410676737
I_FadeOutStopMusic, I_FadeInStartDigSong other targets
2018-08-19 22:05:55 -04:00
mazmazz
2cf49f9361
I_FadeOutStopMusic, I_FadeInStartDigSong, S_ChangeMusicWithFade implementation
...
* First attempt, a little messy but works fine
2018-08-19 22:05:42 -04:00
mazmazz
87b6fc613b
I_FadeMusicFromLevel/I_FadeMusic change for other targets
2018-08-19 17:02:27 -04:00
mazmazz
b844a908a1
Make S_FadeMusicFromLevel accept mandatory source_volume
...
* Make S_FadeMusic a legitimate function to grab current internal volume
2018-08-19 17:02:13 -04:00
mazmazz
3d8c4585d4
Checkpoint
2018-08-19 16:25:12 -04:00
mazmazz
9b50eec56a
S_FadeMusic[FromLevel] and S_StopFadingMusic Lua
...
* Fixed some arg position weirdness with other music lua funcs
2018-08-19 16:20:14 -04:00
mazmazz
5117bdebfe
S_FadeMusic[FromLevel] and S_StopFadingMusic other targets
2018-08-19 16:19:55 -04:00
mazmazz
918976bdcc
S_FadeMusic[FromLevel] and S_StopFadingMusic implementation
2018-08-19 16:19:48 -04:00
mazmazz
000847654e
I_SetInternalMusicVolume lua
2018-08-19 09:39:32 -04:00
mazmazz
7d03c19409
I_SetInternalMusicVolume other targets
2018-08-19 09:39:11 -04:00
mazmazz
d5dfde240d
I_SetInternalMusicVolume implementation
2018-08-19 09:38:57 -04:00
mazmazz
51228b328c
Framework for internal_volume; more fade code
2018-08-19 09:16:52 -04:00
mazmazz
69153194fe
Merge branch 'musicplus-core' into musicplus-fade-sdltimer
2018-08-19 08:35:56 -04:00
mazmazz
6ea002b1b5
Enable midi_volume, it actually works
2018-08-19 08:34:03 -04:00
mazmazz
47495e72b5
Fade checkpoint
2018-08-19 08:32:12 -04:00
mazmazz
c4ea18b2bb
Add LIBGME ifdefs
2018-08-19 06:43:57 -04:00
Latapostrophe
40b4d63620
Fix capslock being wonky.
2018-08-19 11:25:20 +02:00
Latapostrophe
b09019dc4a
Fix old chat detection.
2018-08-19 11:12:21 +02:00
Latapostrophe
8747a8529d
Changed chat position,
...
Added chat back tint
Fixed word wrapping glitches
2018-08-19 10:58:29 +02:00
mazmazz
a38664e109
Minor cleanup
2018-08-18 23:26:58 -04:00
mazmazz
3bd3e51313
Merge branch 'musicplus-core' into musicplus-fade-sdltimer
...
# Conflicts:
# src/sdl/mixer_sound.c
2018-08-18 23:12:58 -04:00
mazmazz
3e7d7cfcae
Fixed loop point counter bug
2018-08-18 21:29:18 -04:00
mazmazz
5487fd5be0
Fix S_SetMusicLoopPoint wrong method; trigger only on is_looping
2018-08-18 20:54:56 -04:00
mazmazz
5f564f7798
Consolidate variable cleanup in mixer_sound
...
* Fix I_SetSongTrack MOD tracking returns the expected result
* Make music_loop hook stop digital song properly if not looping
2018-08-18 20:44:32 -04:00
mazmazz
78b041800e
Loop point modulo by length
2018-08-18 20:29:19 -04:00
mazmazz
c18372dd06
I_GetMusicLoopPoint and I_SetMusicLoopPoint for Lua
...
* Fix S_GetMusicLength for player compatibility
2018-08-18 20:20:18 -04:00
mazmazz
dc2c530d42
I_GetMusicLoopPoint and I_SetMusicLoopPoint for other targets
2018-08-18 20:19:54 -04:00
mazmazz
fdd1af62a8
I_GetMusicLoopPoint and I_SetMusicLoopPoint implementation
...
* Stub pause for MIDI
* Fix MP3 tag wide char search
* Reset songpaused bool where appropriate
2018-08-18 20:19:44 -04:00
mazmazz
137291d50b
Lua merge fixes
2018-08-18 18:57:53 -04:00
Monster Iestyn
febefd41ba
Fix glitches with flats visible when looking up/down in 1st person
2018-08-18 23:31:20 +01:00
mazmazz
8b6c24c6fa
Remove I_MIDIPlaying from Lua
2018-08-18 17:46:14 -04:00
mazmazz
57c8cf25af
Remove I_MIDIPlaying from other targets
2018-08-18 17:46:06 -04:00
mazmazz
d7720a8556
Remove I_MIDIPlaying
2018-08-18 17:45:57 -04:00
mazmazz
58b204809f
Lua for MusicType
2018-08-18 17:18:22 -04:00
mazmazz
d88b923959
Other interfaces for I_MusicType
2018-08-18 17:18:13 -04:00
mazmazz
bd1eece7bc
S_MusicType implementation; MOD support for Get/SetMusicPosition and MusicLength
...
* Misc MOD fixes
2018-08-18 17:17:53 -04:00
mazmazz
3c2f7038d0
Added GME for GetMusicLength, SetMusicPosition, GetMusicPosition
...
* Misc fixes
2018-08-18 16:21:28 -04:00
mazmazz
f4a574aba2
Support wide chars when searching for music tags (MP3)
2018-08-18 15:26:31 -04:00
mazmazz
76c4f5dd5c
Lua for I_GetMusicLength
2018-08-18 14:18:58 -04:00
mazmazz
6b35857ed1
I_GetMusicLength declarations for other interfaces
2018-08-18 14:18:49 -04:00
mazmazz
c6035f5956
I_GetMusicLength implementation
2018-08-18 14:18:29 -04:00
mazmazz
34872bc146
Merge branch 'musicplus-core' into musicplus-fade-sdltimer
2018-08-18 09:34:49 -04:00
mazmazz
7833612c9e
HAVE_LUA_MUSICPLUS for testing
2018-08-18 09:33:37 -04:00
mazmazz
4b07246565
Add "finalize" flag to Type 453 Stop Fade
2018-08-18 06:04:11 -04:00
mazmazz
773d8bdb8d
P_ResetFakeFloorFader: Unclamp rover->alpha from software levels
2018-08-18 05:31:41 -04:00
mazmazz
d94608fa10
Add alpha clamping so OpenGL conforms to Software's translucent levels
2018-08-17 17:07:07 -04:00
mazmazz
bf5efe6457
Cleanup fade fake floor code
2018-08-17 15:59:34 -04:00
mazmazz
45ae6efbad
Refactor function and variable names; change defaults for fake floor fader line flags
2018-08-17 15:25:25 -04:00
mazmazz
020b18b84b
Revised and re-organized P_DoFakeFloorAlpha fading procedure
...
* dosolid routine now refers to spawnflags
2018-08-17 14:49:33 -04:00
Digiku
e943259057
Remove unnecessary totalring deduction condition
...
Because it would be triggered by !(maptol & TOL_NIGHTS) in the old code anyway
2018-08-17 09:11:59 -04:00
Digiku
792360ea97
Revert "Checkpoint (unfinished): player->totalsphere"
...
This reverts commit 6a0175147f
2018-08-17 09:09:10 -04:00
mazmazz
677f19ede6
Move fading thinker to ffloor_t.fadingdata
2018-08-17 02:28:52 -04:00
mazmazz
2e252cb905
Move fadingdata (fade_t thinker) to line_t
2018-08-17 01:11:04 -04:00
mazmazz
cf853e3982
Merge branch 'le-fadefof-remove-storedthinker' into le-fadefof
2018-08-16 23:38:03 -04:00
mazmazz
931297e2d7
Rename dofadeinonly to doghostfade
...
* Ghost fading: when transitioning to/from alpha=0, don't set solid/tangibility until fade is finished
2018-08-16 22:27:26 -04:00
mazmazz
e8c221f691
Place backwards Bumpers with the correct Thing angle
2018-08-16 22:07:53 -04:00
Monster Iestyn
b63290211a
Merge branch 'master' into next
2018-08-16 22:04:00 +01:00
Monster Iestyn
a4cfa9e82a
Merge branch 'lua-sector-names-fix' into 'next'
...
Lua sector names fix
See merge request STJr/SRB2!263
2018-08-16 16:57:41 -04:00
Monster Iestyn
364339e1ce
Merge branch 'sdl_mixer_fixes' into 'master'
...
SDL Mixer fixes
Closes #31
See merge request STJr/SRB2!260
2018-08-16 16:57:14 -04:00
mazmazz
18b6b53722
Adjust vertical angle and forwards/backwards of NiGHTS bumper in objectplace
2018-08-16 16:51:48 -04:00
mazmazz
6a0175147f
Checkpoint (unfinished): player->totalsphere
2018-08-16 13:11:32 -04:00
mazmazz
7474e073f8
Change SETRINGS to support player->spheres in NiGHTS
2018-08-16 12:13:57 -04:00
mazmazz
03c4a626c3
Line from revert
2018-08-16 11:35:35 -04:00
mazmazz
365a59f186
Revert "SETSPHERES console command for debugging/cheating"
...
This reverts commit 4cb7036f51
.
2018-08-16 11:34:57 -04:00
mazmazz
d01ca9fe95
Make Ideya Anchor use parameter # instead of angle for Ideya ID
2018-08-16 11:25:35 -04:00
mazmazz
08f35c0792
Don't apply autobrake on NiGHTS bumpers
2018-08-15 23:40:42 -04:00
mazmazz
81dade0cc4
Force non-nights player into rolling animation when destructing capsule
2018-08-15 23:11:32 -04:00
mazmazz
c3cb08d712
Reconcile spheres at end of destruct if you somehow gained or lost an unexpected # after timing calculations
2018-08-15 22:35:09 -04:00
mazmazz
432c1ab862
Also center non-NiGHTS players on NiGHTS bumpers
2018-08-15 19:09:54 -04:00
mazmazz
67da64a064
Use more efficient position setting. For Z, also adjust for bumper mobj scale.
2018-08-15 18:50:28 -04:00
mazmazz
55d2da2201
Fix NiGHTS Bumper player positioning
2018-08-15 18:42:20 -04:00
mazmazz
45612f9add
Recalc capsule timing when leaving the capsule during destruct sequence (somehow)
...
* Would be nice to have more sophisticated behavior, e.g., resume the old timing; or drop out the capsule entirely. But how often is this case really going to happen?
2018-08-15 13:59:27 -04:00
mazmazz
ae0b7c9be8
Fix issue where capsule immediately re-triggers if player gains rings during destruct
2018-08-15 13:49:03 -04:00
mazmazz
2e8c4b5545
Fixed capsule timing logic
...
* Force a total time, stretch out sphere deduction within that time
* Make it more readable
2018-08-15 13:38:15 -04:00
mazmazz
59f71e4c48
Make camera further if on-foot and destroying the Egg Capsule
2018-08-15 12:29:06 -04:00
mazmazz
52e451aad5
Counter fix
2018-08-15 12:22:46 -04:00
mazmazz
02aed5b019
Merge branch 'nights-onfootcapsulefix' into nights-fastercapsule
2018-08-15 12:09:46 -04:00
mazmazz
8452ec5c7c
Checkpoint: Basic functions
2018-08-15 12:07:08 -04:00
mazmazz
d93ca34859
Hide MusicPlus lua behind an #ifdef HAVE_LUA_MUSICPLUS
...
# Conflicts:
# src/lua_hook.h
# src/lua_hooklib.c
# src/p_user.c
2018-08-15 03:37:11 -04:00
mazmazz
0254f4f368
Fix merge errors
2018-08-15 02:42:50 -04:00
mazmazz
878ea36559
Lua: Make P_RestoreMusic follow the non-local player nil output convention
2018-08-15 02:29:26 -04:00
mazmazz
8fe4c369bf
Lua: Fix music functions not returning proper values
...
# Conflicts:
# src/lua_baselib.c
2018-08-15 02:29:04 -04:00
mazmazz
6bde90f887
Lua: Make S_SpeedMusic and S_ChangeMusic return nil for invalid players
2018-08-15 02:23:18 -04:00
mazmazz
c71719ac6b
Music lua: Return nil for invalid players and non-nil for valid players
...
# Conflicts:
# src/lua_baselib.c
2018-08-15 02:22:52 -04:00
mazmazz
9dbc807528
Make S_StopMusic return nil for invalid player, true otherwise
2018-08-15 02:21:18 -04:00
mazmazz
8d0044c5f1
Lua S_GetMusicPosition: Remove erroneous position input line
...
# Conflicts:
# src/lua_baselib.c
2018-08-15 02:20:56 -04:00
mazmazz
3fb4559480
Lua: Make S_GetMusicPosition and S_SetMusicPosition return nil when non-local player is passed
2018-08-15 02:19:12 -04:00
mazmazz
9a5800d2bb
Lua: Added player_t input to S_DigitalPlaying, S_MidiPlaying, S_MusicPlaying, S_MusicPaused, S_MusicName
2018-08-15 02:19:06 -04:00
mazmazz
95e4d0d423
Add player parameter to S_GetMusicPosition lua
...
# Conflicts:
# src/lua_baselib.c
2018-08-15 02:18:46 -04:00
mazmazz
e0ab8c1ed0
Fix #6 #7 SDL looping and counter bugs when looping=false
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 02:15:05 -04:00
mazmazz
11c6148d4b
SDL: Fix looping bug when looping=false; reset bytes counter when non-looping
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 02:11:17 -04:00
mazmazz
a9776f7b25
Undoing malloc for S_MusicName, pass music_name instead.
...
I don't think there's a reason for copying to a new var.
2018-08-15 02:11:01 -04:00
mazmazz
44c7410a41
Add S_DigitalPlaying
2018-08-15 02:10:53 -04:00
mazmazz
47423a69ed
Refactor to SetMusicPosition, GetMusicPosition
...
# Conflicts:
# src/lua_baselib.c
# src/nds/i_sound.c
# src/sdl12/mixer_sound.c
# src/sdl12/sdl_sound.c
# src/win32ce/win_snd.c
2018-08-15 02:10:46 -04:00
mazmazz
0ea40321ca
S_MusicName copy music_name to new buffer (is this ok?)
2018-08-15 02:07:51 -04:00
mazmazz
34ea90600a
Support mflags and looping in MusicChange hook
...
# Conflicts:
# src/lua_hook.h
2018-08-15 02:07:33 -04:00
mazmazz
d14eedd700
Implemented MusicChange lua hook
...
# Conflicts:
# src/lua_hook.h
# src/lua_hooklib.c
2018-08-15 02:06:43 -04:00
mazmazz
79531b9683
Another loop fix to resolve music_bytes not resetting on non-looppoint tracks
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 02:03:04 -04:00
mazmazz
2e9dba352a
SDL mixer: Fix no looping bug when changing song position
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 02:02:33 -04:00
mazmazz
662c366830
S_MusicName, S_MusicExists, S_PauseMusic lua, S_ResumeMusic lua
...
# Conflicts:
# src/lua_baselib.c
2018-08-15 02:01:34 -04:00
mazmazz
eb52a14433
Implement I_MIDIPlaying, I_MusicPlaying, I_MusicPaused in other targets
...
# Conflicts:
# src/nds/i_sound.c
# src/sdl12/sdl_sound.c
# src/win32ce/win_snd.c
2018-08-15 01:59:01 -04:00
mazmazz
d39f804662
Use Mix_PausedMusic instead of our own music_paused flag in SDL2/SDL1.2 I_MusicPaused
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 01:55:49 -04:00
mazmazz
2483c11cc4
Implement I_MusicPaused in SDL2, SDL1.2, and FMOD; console and lua commands
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 01:55:03 -04:00
mazmazz
e4a6cb87d1
Fix SDL music counter pause issue
2018-08-15 01:54:17 -04:00
mazmazz
29904a21b2
Remove MUSICPOS command, can be done in lua
2018-08-15 01:53:59 -04:00
mazmazz
297a8d537a
Add S_MidiPlaying and S_MusicPlaying via I_MIDIPlaying and I_MusicPlaying
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 01:53:45 -04:00
mazmazz
25880643d4
MUSICPOS console command
2018-08-15 01:52:35 -04:00
mazmazz
a8d379a6da
Lua PositionMusic switch to UINT32
2018-08-15 01:52:20 -04:00
mazmazz
eab4d6b989
Lua PositionMusic/GetPositionMusic and console TUNES position
2018-08-15 01:50:19 -04:00
mazmazz
c6f63d9e9b
Lua funcs MidiPlaying/MusicPlaying
2018-08-15 01:44:11 -04:00
mazmazz
d47d18998b
Add S_MidiPlaying and S_MusicPlaying via I_MIDIPlaying and I_MusicPlaying
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 01:43:51 -04:00
mazmazz
2cf364ab8b
Fix SDL music position getting; dummy out position methods for MIDI
...
# Conflicts:
# src/sdl/mixer_sound.c
# src/sdl12/mixer_sound.c
2018-08-15 01:42:15 -04:00
mazmazz
aed388976c
SDL fix for I_SetSongPosition
...
# Conflicts:
# src/sdl12/mixer_sound.c
2018-08-15 01:40:54 -04:00
mazmazz
8981ef2cdc
Change get/set music position to UINT32 parameter, milliseconds
...
# Conflicts:
# src/d_netcmd.c
# src/lua_baselib.c
# src/nds/i_sound.c
# src/sdl12/mixer_sound.c
# src/sdl12/sdl_sound.c
# src/win32ce/win_snd.c
2018-08-15 01:40:20 -04:00
mazmazz
a4f7b17389
Initial attempt for get/set song position
...
* Declared I_SetSongPosition, I_GetSongPosition
* Implemented S_PositionMusic and S_GetPositionMusic
* Exposed in console TUNES and lua
* Implemented set position in SDL, SDL12, WIN32
* Implemented get position in WIN32
# Conflicts:
# src/nds/i_sound.c
# src/sdl12/mixer_sound.c
# src/sdl12/sdl_sound.c
# src/win32ce/win_snd.c
2018-08-15 01:38:06 -04:00
mazmazz
1107571744
Checkpoint: Force Egg Capsule time at 60 tics
2018-08-15 00:59:29 -04:00
mazmazz
7cdce4324b
Attempt 1: Guesstimate sphere pop rate and use that as the Capsule handling duration
2018-08-15 00:32:48 -04:00
mazmazz
56d8f47aaa
Nights capsule faster attract timing
2018-08-14 19:48:18 -04:00
mazmazz
9faace9e5d
capsule->extravalue2 tic timer
2018-08-14 19:21:32 -04:00
mazmazz
ac79f6975c
Look for two anchorpoints if player has two Ideyas
...
* Undid "optimization" of checking player->exiting first because the last Ideya's orbit won't be adjusted
2018-08-14 17:48:14 -04:00
mazmazz
655b590c06
Ideya fixes when a player has more than one Ideya
...
# Conflicts:
# src/p_inter.c
# Conflicts:
# src/p_inter.c
2018-08-14 17:28:51 -04:00
mazmazz
0862aece9f
Ideya fixes when a player has more than one Ideya
...
# Conflicts:
# src/p_inter.c
2018-08-14 17:21:49 -04:00
mazmazz
e3facccb9d
Ideya fixes when a player has more than one Ideya
2018-08-14 17:13:23 -04:00
mazmazz
61c84be704
Fix bonus time quirk where lines are run if player->marebonuslap is 0
...
* Bonus laps start at 1, so if a line is looking for bonus laps, they should only be run at >= 1.
2018-08-14 16:08:21 -04:00
mazmazz
c3703cfc24
Comments
2018-08-14 14:57:58 -04:00
mazmazz
1921cc485e
Fix issue where player cannot destroy the NiGHTS Capsule if they have not transformed to NiGHTS
2018-08-14 14:18:18 -04:00
mazmazz
efdf684770
Fix Capsule Entrance exec firing repeatedly
2018-08-14 12:48:00 -04:00
mazmazz
3f312ce114
Make Bonus Time Start executor into a general Egg Capsule Touch executor
...
* Entrance/exit flags
* Enough/not-enough-rings flags (with "doesn't matter" line option)
2018-08-14 12:00:37 -04:00
mazmazz
8c57218027
Alternate take on pre-blowup: Do it on first touching tic, instead of first ring pop
...
* Use MT_EGGCAPSULE extravalue2 for tic timer
2018-08-14 11:41:10 -04:00
mazmazz
1cb68a615e
Make LE Ring triggers accept spheres for NiGHTS levels
2018-08-14 11:10:10 -04:00
mazmazz
62a6fe845d
Add ML_BOUNCY flag to Bonus Time executor to execute BEFORE the capsule is destroyed and player has enough spheres
2018-08-14 10:48:50 -04:00
mazmazz
d53582596f
Preproc comment out Y_SetLinkBonus because unused
2018-08-14 10:20:56 -04:00
mazmazz
841c31a6ba
Attach fade_t thinker to proper control sector upon savegame load
2018-08-13 22:17:58 -04:00
mazmazz
004cbe6a3d
Whitespace
2018-08-13 22:10:16 -04:00
mazmazz
ca84e7265e
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into le-fadefof
2018-08-13 14:47:57 -04:00
mazmazz
d8c565407c
MaxBonusLives level header option for # of lives in score tally
2018-08-13 14:17:38 -04:00
mazmazz
f1fc205b31
Deduct marescore when player hits ground
...
* ~~For speedrunning~~: Land on the Drone, keep your points!
2018-08-13 11:12:53 -04:00
mazmazz
00cadfee3a
Merge branch 'nights-dronebox' into nights-ideyaspawn-dronebox
2018-08-13 09:51:14 -04:00
mazmazz
6585ca3df3
Make Drone visual elements react to height change
2018-08-13 09:50:50 -04:00
mazmazz
1bc5976534
Correct hitboxradius value; proper sparkle->z when moving x/y
2018-08-13 04:49:32 -04:00
mazmazz
9f67ee1a89
MT_IDEYAANCHOR: Use type 1714 instead of 1717
2018-08-13 03:18:23 -04:00
mazmazz
bec3a6884c
Make anchoring non-specific to Ideya states (now anchor anything!)
...
# Conflicts:
# src/p_inter.c
2018-08-13 02:19:53 -04:00
mazmazz
06bbafec2f
Ideya anchoring optimization
2018-08-13 02:17:29 -04:00
mazmazz
54cb7ddf32
Anchor Ideya logic
...
# Conflicts:
# src/p_enemy.c
# src/p_inter.c
2018-08-13 02:17:07 -04:00
mazmazz
6b8c8d5a3e
Merge branch 'nights-dronebox' into nights-ideyaspawn-dronebox
2018-08-13 02:09:52 -04:00
mazmazz
67ee9d082d
A_OrbitNights: Move donotrescale
to bit 19
...
* For compat with `nights-ideyaspawn`
2018-08-13 02:09:00 -04:00
mazmazz
4642c75025
MT_IDEYAANCHOR info and spawn logic
2018-08-13 02:03:36 -04:00
mazmazz
c3e0267029
Fix attraction bug on non-NiGHTS and Nightopian Helper
...
* Switch from mo->movecount to mo->movefactor for type compat
* Adjust timings for regular and paraloop attraction
2018-08-12 23:03:12 -04:00
mazmazz
296d527993
Merge nightsplus-laplogic
2018-08-12 21:20:14 -04:00
mazmazz
d3001db9dc
Merge from nights-score and use Lap Bonus instead of Link Bonus
...
* One BONUSTYPE = NIGHTS option instead of several
* Use NiGHTS Bonus for special stages, not Link Bonus
2018-08-12 20:56:57 -04:00
mazmazz
54343bc05f
Change special stage bonus to NiGHTS in-level score, per MB
2018-08-12 20:36:53 -04:00
mazmazz
89f57cb111
Have just one NiGHTS bonus option: NIGHTS and LINK together
2018-08-12 20:25:35 -04:00
mazmazz
fcd6b16646
Make lap bonus more valuable
2018-08-12 20:08:40 -04:00
mazmazz
30fa526f6f
Merge branch 'nightsplus-laplogic' into nights-score-lap
2018-08-12 19:59:58 -04:00
mazmazz
0c8e2ffd78
Totalmarescore typo
2018-08-12 19:59:41 -04:00
mazmazz
ec8d264029
totalmarescore player variable for NiGHTS scoring
...
# Conflicts:
# src/p_setup.c
2018-08-12 19:59:34 -04:00
mazmazz
5938a57970
totalmarelap and totalmarebonuslap player variables
2018-08-12 19:57:33 -04:00
mazmazz
fe904b0eb2
NiGHTS lap score bonus
2018-08-12 19:48:45 -04:00
mazmazz
0c0a403bb3
Merge branch 'nightsplus-laplogic' into nights-score-lap
...
# Conflicts:
# src/p_setup.c
2018-08-12 19:39:31 -04:00
mazmazz
feadcbfc94
BONUSTYPE typo; bonus alignment
2018-08-12 19:32:11 -04:00
mazmazz
372fc540bc
Totalmarescore typo
2018-08-12 19:26:18 -04:00
mazmazz
30d57eac79
NiGHTS bonus implementation
2018-08-12 19:25:21 -04:00
mazmazz
61999100e5
totalmarescore player variable for NiGHTS scoring
2018-08-12 19:21:55 -04:00
mazmazz
4e02171c23
Add lapbegunat and lapstartedtime player variables
...
There is no lapfinishedtime because [mare]finishedtime refers to when Egg Capsule is destroyed. That concept does not apply to laps.
2018-08-12 14:21:26 -04:00
mazmazz
ce0b23a576
Set Drone hitbox radius by upmost 4 bits of Angle
2018-08-12 13:34:27 -04:00
mazmazz
02d5e4e902
MT_FLICKY_CENTER flag adjustments
2018-08-12 12:49:23 -04:00
Monster Iestyn
0da21244c0
Added "Tutorialmap" MainCfg option for SOC
2018-08-12 14:30:49 +01:00
mazmazz
8f50fbeb4f
For safety, clear MF_SLIDEME and MF_GRENADEBOUNCE flags before using
2018-08-12 09:28:04 -04:00
mazmazz
2f6c0d7e4e
Make Flicky color, move direction, and flags configurable by A_FlickyCenter var1
2018-08-12 09:23:50 -04:00
Nev3r
f19b7bfacf
Merge branch 'horizon-line-hom-fix' into 'master'
...
Horizon line HOM fix
See merge request STJr/SRB2Internal!152
2018-08-12 03:48:20 -04:00
mazmazz
f4a813891f
Decouple Flicky Thing logic from spawnpoint variables; use mobj variables
2018-08-12 02:34:37 -04:00
mazmazz
43b790c26f
A_OrbitNights make actor scale to target
...
* Added `donotrescale` input to disable this behavior
* Reverted previous commit changes for scaling Ideya because unneeded
2018-08-12 01:07:26 -04:00
mazmazz
aecabb246d
Scale Ideyas when moving to/from NIGHTSDRONE and scaling changes to NIGHTSDRONE
2018-08-11 23:53:07 -04:00
mazmazz
9bc9f96e09
NIGHTSDRONE sync visual elements when changing mobj flags
2018-08-11 23:32:12 -04:00
mazmazz
0c8e1aa10a
When NIGHTSDRONE z changes, change DRONEMAN z as well
2018-08-11 23:15:28 -04:00
mazmazz
79c042ca09
NIGHTSDRONE visual element positioning now works with scaling
2018-08-11 22:41:58 -04:00
mazmazz
4f9231b7a5
Fix orbiting Ideya bug, now player gets them back again on exit
2018-08-11 22:13:33 -04:00
mazmazz
a4e3f8cbcf
NIGHTSDRONE visual element position syncing: XYZ and OBJECTFLIP
2018-08-11 21:38:44 -04:00
mazmazz
72b592888f
Line fixes for visual element positioning
...
# Conflicts:
# src/p_mobj.c
2018-08-11 20:50:53 -04:00
Monster Iestyn
51b8d6e01a
Make "Tutorial" warp directly to MAPZ0 (not configurable yet)
2018-08-11 21:17:52 +01:00
mazmazz
2c4f9d4776
Don't need this line
2018-08-11 15:54:39 -04:00
mazmazz
c99258b2e2
Make Drone hitbox height and player Z alignment configurable
...
* Default hitbox height is 80
* Drone Thing parameter sets height to multiples of 32
* Player aligns by default to bottom+24 of hitbox (offsetted)
* `MTF_OBJECTSPECIAL` aligns player to hitbox top
* `MTF_EXTRA` aligns to hitbox center
* `MTF_OBJECTSPECIAL|MTF_EXTRA` aligns to real bottom of hitbox
* Goalpost and sparkle Z alignment is changed to reflect configurableness
2018-08-11 15:52:42 -04:00
Monster Iestyn
0b88c364bc
Add "Tutorial" to the 1P menu, above "Start Game". It doesn't actually do anything yet, mind!
...
Also, change said menu's def to start at "Start Game" when entering it for the first time.
2018-08-11 18:01:54 +01:00
mazmazz
0fe41e06ff
Remove A_OrbitNights additional input offset on current target Z, don't need it
2018-08-11 12:06:50 -04:00
mazmazz
c8dcb57e83
Remove ORBIDYA CENTER states, we don't need 'em
2018-08-11 12:06:17 -04:00
mazmazz
d0f0f475ce
* Bounce Droneman within hitbox instead of floorz
...
* Correct Droneman hiding so he always stays within hitbox even when invisible
2018-08-11 02:03:44 -04:00
mazmazz
d1a8e0baa0
Scale player to Drone's scale on Nightserize, and reset scale on De-Nightserize
...
* Also correct player's position to Z center of Drone hitbox on Nightserize
2018-08-11 02:02:56 -04:00
mazmazz
480c4f890d
player->oldscale var for pre-Nightserize scale
2018-08-11 00:49:28 -04:00
mazmazz
8154578fb6
Switch Ideya orbiting state to centered offset states when orbiting around Drone
2018-08-11 00:09:02 -04:00
mazmazz
b97037f644
A_OrbitNights height offset by target height implementation
2018-08-11 00:07:26 -04:00
mazmazz
c9c0219393
ORBITEM CENTER states for A_OrbitNights target height offset
2018-08-10 23:49:02 -04:00
mazmazz
7c0186bc97
Drone de-coupling implementation
...
* Visual elements and hitbox work as expected with scaling and OBJECTFLIP
2018-08-10 22:11:48 -04:00
mazmazz
32c17b1454
Basic implementation for player position correction to Drone center
...
* player->drone mobj variable
* P_MoveNiGHTSToDrone, will change later
2018-08-10 19:25:49 -04:00
Steel Titanium
d9c7334dea
Fix white being treated as transparent.
2018-08-10 19:02:03 -04:00
mazmazz
e0e77d873b
Nights Drone mobj and state entries
...
* New entries: NIGHTSDRONE_MAN, NIGHTSDRONE_SPARKLING
* NIGHTSGOAL renamed to NIGHTSDRONE_GOAL
* MT_NIGHTSDRONE repurposed as an invisble, no-gravity hitbox
2018-08-10 18:24:31 -04:00
mazmazz
c72e724122
Merge branch 'nightsplus-laplogic' into nightsplus-le
...
# Conflicts:
# src/p_map.c
# src/p_setup.c
2018-08-10 17:24:12 -04:00
mazmazz
872761e258
Add lapbegunat and lapstartedtime player variables
...
There is no lapfinishedtime because [mare]finishedtime refers to when Egg Capsule is destroyed. That concept does not apply to laps.
2018-08-10 17:12:26 -04:00
Alam Ed Arias
3479310546
SDL: update IMG_xpm.c
2018-08-10 17:09:11 -04:00
mazmazz
18b5b70822
Add lastmarelap and lastmarebonuslap player variables
2018-08-10 16:30:49 -04:00
mazmazz
d58445fdf3
Set player->finishedrings upon new mare
...
(Forgot this line from the player->spheres merge, so let's straggle here)
2018-08-10 16:17:28 -04:00
mazmazz
f69f102531
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-le
...
# Conflicts:
# src/p_map.c
# src/p_setup.c
2018-08-10 15:51:20 -04:00
Monster Iestyn
30e4d2cd51
Merge branch 'polyobj-sky-plane-crash-fix' into 'master'
...
Polyobject sky plane crash fix
See merge request STJr/SRB2Internal!146
2018-08-10 15:40:43 -04:00
mazmazz
1b922b8ba5
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-laplogic
...
# Conflicts:
# src/p_map.c
# src/p_setup.c
2018-08-10 15:10:26 -04:00
Monster Iestyn
a5510cab5d
Merge branch 'master' into polyobj-sky-plane-crash-fix
2018-08-10 20:06:12 +01:00
Monster Iestyn
8d0a44899a
Merge branch 'master' into change-colormap-ldef
2018-08-10 20:05:04 +01:00
Monster Iestyn
d7830dfff4
Merge branch 'master' into horizon-line-hom-fix
2018-08-10 20:04:39 +01:00
mazmazz
7f4e2a6164
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into op-nightshoop
2018-08-10 15:04:14 -04:00
Monster Iestyn
55fd60b29b
Merge branch 'master' into leveltitle-tinkering
...
# Conflicts:
# src/hu_stuff.h
2018-08-10 20:03:59 +01:00
mazmazz
b8eb282367
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into le-fadefof-remove-storedthinker
2018-08-10 15:03:07 -04:00
mazmazz
508e1a2595
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into le-fadefof
2018-08-10 15:02:43 -04:00
mazmazz
d405bdfd9b
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nights-inufixes
2018-08-10 15:00:41 -04:00
mazmazz
07c882139b
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into flicky-things
2018-08-10 14:58:27 -04:00
Monster Iestyn
fa382c0233
Merge branch 'public_next'
2018-08-10 19:36:51 +01:00
Monster Iestyn
7ee9c5b0f4
Merge branch 'master' into next
2018-08-10 19:31:15 +01:00
Digiku
a439dce584
Merge branch 'hardcoding-nights-spheredamage' into 'master'
...
NiGHTS: Handle sphere damage correctly upon timeout
* Spill spheres/chips, implement MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP
* Handle player->spheres and player->rings consistently
See merge request STJr/SRB2Internal!157
2018-08-10 13:50:57 -04:00
Digiku
ed99f3a425
Merge branch 'nights-invertloopfix' into 'master'
...
NiGHTS fix lap detection on inverted axis
See merge request STJr/SRB2Internal!138
2018-08-10 13:49:42 -04:00
mazmazz
d97c25f6dd
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-le
...
# Conflicts:
# src/p_setup.c
# src/p_user.c
2018-08-10 13:44:47 -04:00
mazmazz
487c62fe31
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into nightsplus-laplogic
...
# Conflicts:
# src/p_setup.c
2018-08-10 13:35:59 -04:00
mazmazz
672e196aa4
Pandora's Box support for player->spheres
...
Opting to handle this transparently via the Rings menu option. Doesn't seem worth making a separate entry for Spheres.
2018-08-10 13:15:54 -04:00
MascaraSnake
04063ba3a2
Merge branch 'hardcoding-time-again' into 'master'
...
Hardcoding time again
See merge request STJr/SRB2Internal!130
2018-08-10 13:14:53 -04:00
mazmazz
4cb7036f51
SETSPHERES console command for debugging/cheating
...
Fixed sphere spill bug where no spheres spill if player->rings is 0
2018-08-10 13:06:53 -04:00
mazmazz
5115097dc2
Make bigger default Flicky follow trigger from 128 radius to 320 radius
2018-08-10 04:24:14 -04:00
mazmazz
bd8316f49b
Track player's previous mare rings with player->finishedrings.
...
There may not be a point to this, other than to be consistent with how spheres are tracked. If non-special stage NiGHTS should tally a ring bonus, this may be useful.
2018-08-10 04:05:20 -04:00
mazmazz
b05960431d
Reset player->rings on denightserize and on new mare
2018-08-10 04:01:33 -04:00
mazmazz
14c17cf012
Tag damage fix error
2018-08-10 02:34:21 -04:00
mazmazz
62e288a664
Correct player->spheres deduction upon losing spheres
...
player->rings appears to be used for ring/star pickups. Player never loses stars, so it seems player->rings should not be deducted in-level.
Therefore, just deduct player->spheres.
2018-08-10 02:18:34 -04:00
mazmazz
e0f6dee8be
MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP implementation
2018-08-10 02:18:24 -04:00
mazmazz
fe61678437
MT_FLINGBLUESPHERE and MT_FLINGNIGHTSCHIP entries
2018-08-10 02:18:20 -04:00
mazmazz
09f4309f45
Standardize NiGHTS link timer w/ NightsLinkTics MAINCFG option
2018-08-09 23:14:14 -04:00
mazmazz
b28183129f
NiGHTS drill meter penalty when mashing jump button
...
Thanks Inuyasha (KS) for code
2018-08-09 22:15:13 -04:00
mazmazz
bf74b81842
Snappier NiGHTS pickup attraction
...
* Old attraction is still used for non-NiGHTS players due to a momentum bug. The old way is good enough to sidestep the bug.
* Thanks Inuyasha (KS) for original code 🐶
2018-08-09 21:24:01 -04:00
mazmazz
5eafebe4d4
A_FlickyCenter implementation - now Flickies can be attracted to players!
...
* Changed default movement to attraction, vs. aimless
* Flickies spawned from this will always have the FLICKY_CENTER mobj as its target
* Use P_IsFlickyCenter to identify FLICKY_CENTER mobjs versus players
* FLICKY_CENTER mobj tracer points to the spawned Flicky
* Thanks toaster for the original code~~
2018-08-09 17:28:37 -04:00
toaster
145c050e14
...and R_DrawTranslucentSplat_8, even though it isn't used!
2018-08-09 17:08:20 +01:00
mazmazz
38eae01400
MT_FLICKY_x_CENTER defs
2018-08-09 12:08:06 -04:00
toaster
5daeaf529f
Apply the double-colormap ordering fix to R_DrawTiltedTranslucentSpan_8 as well.
2018-08-09 16:56:43 +01:00
mazmazz
904ff6fccb
Choose Flicky Fish Color by Thing Parameter
2018-08-09 04:19:18 -04:00
mazmazz
f7c80f3980
Make standing flickies bounce if MTF_AMBUSH and not MTF_OBJECTSPECIAL
2018-08-09 02:55:22 -04:00
mazmazz
9127a835c1
Flicky stand animation fixes
2018-08-09 02:27:25 -04:00
mazmazz
abbc7631cd
Flicky stand implementation by MTF_AMBUSH
...
* MTF_OBJECTSPECIAL: Set no gravity for flicky
2018-08-09 02:08:25 -04:00
mazmazz
d5f32cc0e5
Flicky stand states
2018-08-09 01:44:21 -04:00
mazmazz
db7bc927e7
Mapthingnums for MT_SECRETFLICKYies
2018-08-09 01:01:20 -04:00
mazmazz
292654e498
Fix FlickyFly momentum on MTF_OBJECTSPECIAL
2018-08-09 00:57:35 -04:00
mazmazz
332136b9bf
Assign mapthingnums to MT_FLICKY
...
* Type # 570-585
2018-08-09 00:17:46 -04:00
mazmazz
fc2517d8e2
FlickyFly: Configure gravity by MTF_AMBUSH
2018-08-09 00:13:08 -04:00
Monster Iestyn
10a2ba8d39
Merge branch 'master' into next
2018-08-07 20:54:19 +01:00
toaster
ecc9ebe8c1
Change the order of operations when applying transparency and colormap such that colormap isn't applied to the screen pixel twice (or, in the case of R_DrawTranslatedTranslucentColumn_8, thrice).
...
Please note I haven't touched the ASM equivalent, given as it's not actually used.
2018-08-07 19:12:10 +01:00
Monster Iestyn
c703bc2fd7
Trim off any extra null bytes off the end of sector floorpic/ceiling when you access them in Lua
2018-08-06 22:37:44 +01:00
Monster Iestyn
02d2b61866
Merge branch 'master' into next
2018-08-06 15:15:35 +01:00
Monster Iestyn
2738f3a537
Rewrite archiving/unarchiving of Lua strings for netgames.
...
This now means:
* Lua strings longer than 1024 chars can now be read properly without awful crashes
* Lua strings with embedded zeros can be written/read without truncating anything (hopefully)
2018-08-05 22:02:20 +01:00
Monster Iestyn
8d622ff6f8
Quick fix for LJ's password fix: don't check if password is set until we've confirmed that the receiving player is the server!
2018-08-05 20:17:30 +01:00
MascaraSnake
21cb0cab3c
Reorganized the thing type numbers
2018-08-03 23:58:11 +02:00
Monster Iestyn
83d87c343b
Fix Cacolantern's preparing sound being played everywhere across the map
...
(or, in other words, fixing this to be the same as the equivalent state in the original SOC)
2018-08-02 16:15:30 +01:00
Monster Iestyn
b5ec286667
Merge branch 'master' into hardcoding-time-again
2018-08-02 16:04:54 +01:00
Latapostrophe
03dc4c9680
Fixed sub 400p chat for console
2018-07-31 23:56:23 +02:00
Monster Iestyn
d1b45c72b9
Merge branch 'pk3-wad-map-noreload-hotfix' into 'master'
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PK3 WAD Map NoReload hotfix
See merge request STJr/SRB2Internal!148
2018-07-31 14:43:14 -04:00
Monster Iestyn
be5d0406bd
Merge branch 'public_next'
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# Conflicts:
# src/hardware/hw_md2.c
2018-07-31 19:41:54 +01:00
Monster Iestyn
74646052b0
Merge branch 'master' into next
2018-07-31 19:36:30 +01:00
Monster Iestyn
485d990949
Merge branch 'gme-lowvolume-fix' into 'master'
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GME low volume fix
See merge request STJr/SRB2!248
2018-07-31 14:35:32 -04:00
Monster Iestyn
16999b7080
Merge branch 'gme-pause' into 'master'
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Fix pausing on gme
See merge request STJr/SRB2!251
2018-07-31 14:33:56 -04:00
Latapostrophe
ad187c26f0
Repositionning chat & bugfixes
2018-07-31 15:57:19 +02:00
Latapostrophe
ac7c249fd2
SRB2chat test rework
2018-07-31 11:10:02 +02:00
Steel Titanium
c02ee9a502
Re-did this fix.
2018-07-28 01:58:25 -04:00
Monster Iestyn
c88bbda028
fix visual studio complaining about negating an unsigned var
2018-07-25 22:19:07 +01:00
Alam Ed Arias
79e4c3760a
Merge branch 'master' into next
2018-07-20 17:35:53 -04:00
Alam Ed Arias
1ee7eda0ad
Fixup PROFILEMODE
2018-07-20 17:35:18 -04:00
Monster Iestyn
6b1fa399dc
Use plain malloc instead of Z_Malloc to allocate sound buffers in mixer_sound.c's I_GetSfx.
...
This should prevent I_FreeSfx making a mess of things later, hopefully.
2018-07-14 18:15:59 +01:00
Monster Iestyn
90ebce0557
Merge branch 'master' into fof-slope-skew-backport
2018-07-11 21:38:09 +01:00
Monster Iestyn
a06ef26149
Merge branch 'master' into next
2018-07-11 21:37:23 +01:00
Monster Iestyn
8e19611033
Merge branch 'opengl-fof-lowerunpegged' into 'master'
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OpenGL: FOF walls + Lower unpegged
See merge request STJr/SRB2!258
2018-07-11 16:36:26 -04:00
Monster Iestyn
09ae0aae53
Merge branch 'master' into next
2018-07-11 21:18:39 +01:00
Monster Iestyn
c127ea3ceb
Merge branch 'opengl-projectsprite-fix' into 'master'
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OpenGL HWR_ProjectSprite fix
See merge request STJr/SRB2!255
2018-07-11 16:15:42 -04:00
Monster Iestyn
2cd2b6bf10
Backport Kart Krew's fix for the 1px HOM with horizon lines
2018-07-08 22:30:37 +01:00
colette
0a931a1364
Update f_finale.c
2018-07-07 20:20:46 -04:00
Alam Ed Arias
17570c1ad6
Merge branch 'master' into next
2018-07-07 16:42:50 -04:00
Alam Arias
a79b9a9127
Update m_misc.c
2018-07-07 20:41:11 +00:00
Alam Arias
7da6aca450
Update m_misc.c
2018-07-07 20:33:19 +00:00
Monster Iestyn
f1bba60373
Merge branch 'md2-fopen-error' into 'master'
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More helpful error messages
See merge request STJr/SRB2!243
2018-07-06 14:38:59 -04:00
Monster Iestyn
130de10f97
Merge branch 'md2-smoother-interpolation' into 'master'
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Smoother MD2 interpolation
See merge request STJr/SRB2!224
2018-07-06 14:38:37 -04:00
GoldenTails
761a221840
Merge remote-tracking branch 'STJrSRB2/master' into patch-1
2018-07-05 16:44:34 -05:00
Monster Iestyn
e5236c3137
Merge branch 'master' into next
2018-07-05 21:09:39 +01:00
Monster Iestyn
8c56e39c18
Merge branch 'lua-exploit-fix' into 'master'
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Lua exploit fix
See merge request STJr/SRB2!259
2018-07-05 16:08:08 -04:00
LJSonik
3b39b3b7c8
Merge branch 'master' into password-security-fix
2018-07-05 20:58:00 +02:00
LJSonik
bd6373bc86
Merge branch 'master' into minor-net-command-fixes
2018-07-05 20:00:38 +02:00
LJSonik
8e3c3a6f65
Merge branch 'master' into password-security-fix
2018-07-05 19:46:36 +02:00
Steel Titanium
39ebdb86b8
Merge remote-tracking branch 'upstream/master' into responsefile-fix
2018-07-05 01:24:51 -04:00
Steel Titanium
c8d0eb04f4
Merge remote-tracking branch 'upstream/master' into md2-smoother-interpolation
2018-07-05 01:23:56 -04:00
Steel Titanium
44144e379e
Merge remote-tracking branch 'upstream/master' into defaultsoundvol
2018-07-05 01:22:39 -04:00
Steel Titanium
c61035571b
Merge remote-tracking branch 'upstream/master' into md2-fopen-error
2018-07-05 01:21:09 -04:00
Steel Titanium
46aa4c3503
Merge remote-tracking branch 'upstream/master' into gme-lowvolume-fix
2018-07-05 01:20:32 -04:00
Steel Titanium
8aee862ff8
Merge remote-tracking branch 'upstream/master' into gme-pause
2018-07-05 01:16:43 -04:00
Monster Iestyn
82d953bbc2
Fixed the Lua crash exploit.
2018-07-04 20:15:36 +01:00
Monster Iestyn
dfb5f06d7e
fix compiler errors (shadowed vars, comparisons between unsigned + signed, an unused function arg, and a non-static function with no prototype)
2018-07-02 21:03:04 +01:00
Monster Iestyn
bcffe61277
remove MF_RUNSPAWNFUNC from MT_CACOLANTERN
2018-07-02 20:35:39 +01:00
Monster Iestyn
c045e8cf8d
Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore.
...
Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason.
2018-07-01 22:01:00 +01:00
Monster Iestyn
daa87947a4
huh, no wonder the two FHZ ice types looked the same in objectplace; they were using the same spawnstate it seems
2018-07-01 19:47:26 +01:00
Monster Iestyn
76c8d30ed2
Fix special stage map end var defaults to use the correct map numbers
2018-06-30 18:14:04 +01:00
Monster Iestyn
80d6253eec
Don't re-enable MD5 checks yet, we're not even near RC phase yet
2018-06-30 18:09:39 +01:00
Monster Iestyn
25cd61c094
Merge branch 'master' into next
2018-06-27 15:06:12 +01:00
Monster Iestyn
d8a86a8d74
Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
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Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
ac21a529c7
Merge branch 'master' into fof-slope-skew-backport
2018-06-26 20:11:08 +01:00
Monster Iestyn
415c095274
fix the multiplayer menu not allowing the full max length for player names unlike the "name" console command
2018-06-26 17:46:04 +01:00
Steel Titanium
5c8c35e773
Deallocate when I_Quit() is called instead.
2018-06-23 15:09:11 -04:00
Steel Titanium
7f11010b42
Remove free() call from the function
2018-06-23 14:39:26 -04:00
Monster Iestyn
aed30519d4
Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
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Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
MascaraSnake
a601cacfff
Added sprite2 to precipmobj_t
2018-06-20 14:04:49 +02:00
toaster
1ffa45f875
Rework software coronas a bit, apply them to the flame and flame holder too, and spawn them only if MTF_EXTRA is given.
2018-06-19 23:16:49 +01:00
toaster
2ab1d91ec9
* Fix nextstate, radius, and painchance of fire torch decoration.
...
* Fix waving flag object type's... flags. *womp womp*
2018-06-19 21:58:49 +01:00
toaster
f18cfb11f3
Some cvar fudging.
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* Turn off mlook and mousemove by default, as requested by Prime/Mystic.
* Change all the analog cvar names (and hide them from the help function so they aren't so easily rediscovered) to invalidate 2.1-era copies of config.cfg, given I've seen a common sentiment is that they won't try the new controls at all and will just copy their old ones across, and I'd like to sabotage the deprecated feature.
2018-06-18 17:39:34 +01:00
toaster
bd3e9cc067
Major refinement of Add-ons menu!
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* Kill addonsresponselimit, which was a hacky solution to a stupid problem. Instead...
* Allocate and consistently handle memory to store the name of an added file so we can reference it directly.
* Replace the choice between ./ and a custom folder with the full, standard assortment of Default (usehome ? SRB2HOME : SRB2PATH), HOME (SRB2HOME), SRB2 (SRB2PATH) or Custom (cv_addons_folder.string).
* Make these render as the name plus folder, since you can't go UP... from the top level.
* Make the path seperators consistently system-based re PATHSEP. (Quite frankly, I'm surprised it even worked in the first place...)
2018-06-18 16:55:34 +01:00
toaster
00d75840b6
Not necessary on-topic devwork, but using global variables I developed in internal to make there less code repetition/iteration in the WAD limit checks.
2018-06-18 12:49:06 +01:00
toaster
247f3e9b03
Improve the tempname position-keeping behaviour significantly, hammering out a potential crash bug too.
2018-06-18 11:22:57 +01:00
toaster
f3baf608a2
Revamp of addons menu search!
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* Instead of iterating through the folder every time you change the search query by one letter, iterate through the "coredirmenu" (the game's interpretation of the folder) instead. MUCH, much less likely to lag to fuck and back.
* Hide a bit of complexity in filesrch.c instead of having the entire thing exposed to mess with. For example, closefilemenu() instead of manually freeing the struct each time.
* Refactor some stuff.
2018-06-17 18:45:03 +01:00
Steel Titanium
e95f3eb206
Update copyright
2018-06-17 00:09:35 -04:00
Steel Titanium
5af778ba7f
Fix M_FindResponseFile returning garbage data
2018-06-16 23:44:28 -04:00
toaster
f0618d5780
Correct some minor deficiencies in the hold-for-retry system in record attack.
2018-06-15 21:42:36 +01:00
toaster
59d617d31f
Minor modifications to the intro text.
2018-06-14 22:23:55 +01:00
toaster
8f318871eb
* Make the OpenGL loading screen work with the fades better.
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* Make the closed captions not mess with fades, and improve their movement calculation.
2018-06-14 22:23:20 +01:00
Monster Iestyn
89478a7ba4
Added linedef 447 as the change colormap linedef exec special.
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IMPORTANT NOTE: UNTESTED
2018-06-14 21:51:21 +01:00
Monster Iestyn
fe6b47dc00
Merge branch 'master' into leveltitle-tinkering
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# Conflicts:
# src/hu_stuff.h
# src/st_stuff.c
2018-06-14 21:26:44 +01:00
toaster
255d5c6c94
* Level title movement begins before the fade in!
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* https://cdn.discordapp.com/attachments/400761370800422922/456833651645349888/srb20051.gif
* Fix some wipe bugs.
* Solved that thing where there was no fade between two back-to-back cutscenes.
* Fixed there being no effective wipe between the end of the vanilla intro cutscene and the title screen.
* Smoothed out the behaviour of titlemap fades to prevent conflicts.
* [COMPLETELY UNRELATED] Kill the pause graphic and replace with a blue box with text in it, like what happens when the window loses focus. Much harder to miss.
2018-06-14 20:17:31 +01:00
toaster
a3f7e07e4d
Improve retrying text presentation.
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* Now reads "HOLD TO RETRY...".
* Behind the white flash.
* Shows on button tap for about half a second.
2018-06-14 14:41:14 +01:00
toaster
62927bbb76
* Hold the pause button to restart a record attack run!
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* Obligatory GIF: https://cdn.discordapp.com/attachments/400761370800422922/456586705424875520/srb20047.gif
* Show powerup display in singleplayer even while holding Game Status button.
2018-06-14 00:58:28 +01:00
toaster
37e1fae07d
Fixing dehacked.c consistency.
2018-06-13 18:10:32 +01:00
toaster
522fccaf2e
* Record attack tab-HUD tweaks.
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* Do not subtract a life when retrying if you have infinite lives.
2018-06-13 17:52:23 +01:00
toaster
7f86e147f3
Fix the starposts not being cleared properly.
2018-06-12 02:26:42 +01:00
toaster
a56811cb0d
Fix all the Floral Fieldsing pv2 discovered.
2018-06-12 01:08:03 +01:00
toaster
1bd963db7a
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-12 00:57:21 +01:00
Monster Iestyn
75d2073307
Do the usual hack for loading a lump from a map WAD in a pk3, but this time for P_LoadThingsOnly
2018-06-11 20:23:00 +01:00
Monster Iestyn
e39bbab532
Merge branch 'public_flatsprite'
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# Conflicts:
# src/hardware/hw_main.c
# src/r_things.c
2018-06-11 19:53:16 +01:00
Sryder
672ca12550
Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
2018-06-11 19:40:35 +01:00
Monster Iestyn
54e92a96b3
backport fix to L/R sprite loading code from internal
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basically we don't want L/R sprites to always be flipped, for obvious reasons
2018-06-11 19:36:47 +01:00
toaster
4d9a6ef00b
In another branch because you're meanies :(
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Distance limitation before doing mace stuff unless EFFECT5 is used.
2018-06-11 15:36:02 +01:00
toaster
934c178941
Remove unpopular exitlevel limitation.
2018-06-10 20:02:34 +01:00
Sryder
ea915e5778
Fix papersprites more for real this time
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(Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey)
2018-06-09 22:58:03 +01:00
toaster
c5ab2ffa11
At FF and Sphere's suggestion, make the ring hoops work natively in normal stages and require more replacing for special stage conversion purposes.
2018-06-09 21:42:37 +01:00
toaster
94b2ad2836
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-09 21:18:17 +01:00
Monster Iestyn
82b69b7de5
Merge branch 'public_flatsprite'
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# Conflicts:
# src/dehacked.c
# src/hardware/hw_main.c
# src/p_enemy.c
# src/p_inter.c
# src/p_map.c
# src/p_mobj.c
# src/p_mobj.h
# src/p_pspr.h
# src/p_user.c
# src/r_defs.h
# src/r_things.c
# src/r_things.h
2018-06-09 21:14:41 +01:00
toaster
eb948cf78a
Restore music upon successful completion of old-style special stage
2018-06-09 21:12:56 +01:00
toaster
1242180667
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-09 19:36:48 +01:00
Monster Iestyn
14d49b8bf1
Merge branch 'public_next'
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# Conflicts:
# src/d_main.c
# src/d_netfil.c
# src/p_setup.c
2018-06-09 19:35:36 +01:00
toaster
3bc8987586
Disable bumper score icon in NiGHTS to match enemies.
2018-06-09 19:22:28 +01:00
Sryder
0f4e8c1eda
Merge branch 'next' into public_flatsprite
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I also fix papersprites in regards to flipping on one sprite fits all rotation stuff
# Conflicts:
# src/hardware/hw_main.c
2018-06-09 18:47:42 +01:00
toaster
9a309b29c6
* Made P_LevelInitStuff's stuff clearer.
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* Changed a caption I'd meant to modify earlier in the branch's lifespan.
2018-06-09 18:20:59 +01:00
toaster
16c8d17a4c
* (probably) fix crash with followmobj not being properly invalidated on mapload
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* clean up P_LevelInitStuff
* [unrelated] make the bot use directionchar if you are (i only realised it wasn't as a consequence of testing this)
2018-06-09 18:06:14 +01:00
toaster
adc0e3d6c3
Kart Krew discovered a crash, and I was already fiddling around with this, so...
2018-06-08 22:30:38 +01:00
toaster
30843fecb6
My little experiments with super transformation animation! (Requires new player.dta.)
2018-06-08 21:11:59 +01:00
toaster
a7c6977b6e
* Make bomb spheres respawn with new laps
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* Make the mapthing detection for stuff to be spawned by P_SpawnHoopsAndRings more consistent.
* Make NiGHTS stuff prevent perfect bonus.
2018-06-08 17:16:20 +01:00
toaster
35a5f7447e
* Remove flashing from spheres in bonus time through #ifdef.
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* Fix inconsistency in counting nummaprings.
* Prevent perfect bonus in non-special stage NiGHTS maps.
2018-06-07 15:10:43 +01:00
toaster
e054208a31
Fix hanging bug if A_ConnectToGround's supplied object's height is zero.
2018-06-06 22:36:55 +01:00
toaster
01dfe31c3c
So MI tells me there's a good reason why that was not done. :V
2018-06-06 21:48:27 +01:00
toaster
3f7ffc61a5
Fixed the fireball Sal sleepily helped me with.
2018-06-06 18:48:37 +01:00
toaster
0bb5419785
CORRECTION OF MINOR ANNOYANCES
...
* On request of Nev3r and Sphere (combined with my own annoyances), make SOC-loading in .pk3 files use the /SOC folder rather than the /SOCS folder.
* Make the Crushstacean's claw launch sounds stop when killed.
2018-06-06 17:11:12 +01:00
toaster
13053bd1ba
FINAL CHANGE, I PROMISE, I THINK
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* MainCfg property smpstage_start - controls the special stage multiplayer games go to.
2018-06-06 16:07:14 +01:00
toaster
33e0343cac
* Consistency in realtime.
...
* Actual indication of modified game status on the addons menu.
* Yes, I know this has nothing to do with the branch, I'm just doing little things I found useful.
2018-06-06 15:13:09 +01:00
toaster
5032ae2552
* Patch.pk3 as requested by literally everyone else on the team.
...
* Enable SECTORSPECIALAFTERTHINK since we probably really want to use that sloped lava wave in RVZ.
* Allow for infinite lives to be set via the setlives command/Pandora's Box.
* Refactor P_DoFiring(), with guidance from Sal.
* Correct the CRAWLA HONCHO\nCAN NOW BECOME\nSUPER CRAWLA HONCHO sliding movement in non-green resolutions.
2018-06-06 14:42:50 +01:00
toaster
db8f3e83b2
There's always something... a slightly more forgiving radius for the Crushstacean's claw, since I've gotten hit whilst apparently jumping at a safe place next to the claw a few times this evening.
2018-06-06 00:48:14 +01:00
toaster
adf8f0e391
* Some minor info.c tweaks I discovered I needed to make while transferring material across from patch.dta to srb2.pk3.
...
* Making the particle generator dynamic, as requested by Nev3r.
* i....... think this is done? i'll double check in the morning.
2018-06-06 00:40:23 +01:00
toaster
9c2d30ce35
* Almost everything except players and badniks get removed on deathpit collision, as requested by Nev (very useful for the Bridge). May need serious checking for mobjtypes this is safe to do for.
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* Flames fall with flameholders.
* New modification to teleport cheat: -sp <val> <val> allows instantaneous jump to any starpost in the map, including spawnpoints as starpost index 0!
* Also, -ang <val> and -aim <val>, which can be combined with -nop to pivot on the spot.
2018-06-05 20:47:30 +01:00
toaster
3725203bcd
Bit of a random one today, but the branch approaches completion...
...
* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
2018-06-05 17:22:28 +01:00
Louis-Antoine
c389c0b3dc
xd
2018-06-04 22:30:27 +02:00
Louis-Antoine
91081a3e53
Disable admin password by default
2018-06-04 22:14:01 +02:00
Steel Titanium
77362c45cc
Fix pausing on gme
2018-06-03 18:15:20 -04:00
toaster
6e07631cc9
MONSTER COMMIT.
...
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...
NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 22:41:54 +01:00
Monster Iestyn
bf042ed86c
Merge branch 'master' into next
2018-06-03 20:17:51 +01:00
Monster Iestyn
650e0eafce
Merge branch 'fixedmul-c-fix' into 'master'
...
Correct C FixedMul() off-by-one errors
See merge request STJr/SRB2!245
2018-06-03 15:14:06 -04:00
Monster Iestyn
602d5e0aa0
Merge branch 'f12-fix' into 'master'
...
F12 fix
See merge request STJr/SRB2!250
2018-06-03 15:11:20 -04:00
Monster Iestyn
37b8be2103
Merge branch 'demototalplaytime' into 'next'
...
Don't increment totalplaytime if a demo is playing.
See merge request STJr/SRB2!241
2018-06-03 15:10:42 -04:00
Monster Iestyn
ef174f7b43
Merge branch 'opengl-mappalette-fix' into 'master'
...
OpenGL: Map Specific Palette Fix
See merge request STJr/SRB2!247
2018-06-03 15:09:23 -04:00
Monster Iestyn
8e5dbb22f0
Merge branch 'opengl-bigmap-fix' into 'master'
...
OpenGL: Very large map rendering issue fixed
See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Monster Iestyn
f4152e2e5d
Merge branch 'addfile-typo' into 'master'
...
Fix console typo
See merge request STJr/SRB2!246
2018-06-03 15:06:13 -04:00
toaster
8d00192fee
New CEZ hardcoding done!!
...
* Better Robo Hood arrows.
* Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
* Suspicious Facestabber Statue animates a little before bursting open.
* Fix Facestabber radius.
* Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
2018-05-31 21:00:12 +01:00
toaster
2ec1c3cd9d
First commit on new tablet-laptop!
...
* Robo Hood.
* Hi MI, I know you're looking at this just because it features Robo hood. :V
2018-05-30 23:16:57 +01:00
Steel Titanium
e394f7992d
Removed CONS_Printf line. That wasn't meant to be commited.
2018-05-29 22:12:36 -04:00
Steel Titanium
0248fcecd4
Some small change
...
Really this is just to prevent the music end up being disorted at max
volume
2018-05-29 20:31:28 -04:00
toasterbabe
cea4562c74
Realised I forgot to commit these, didn't want to move to a new laptop-tablet and just have them disappear on me.
...
* Facestabber statues now have fun breaking effects.
* Fake coronas for candles and prickets.
* hnext and hprev are properly dealt with in MobjThinker if P_MobjIsRemoved.
2018-05-29 18:48:57 +01:00
Monster Iestyn
41e9c20c04
Ignore mouse button events if the mouse's focus is not actually on the window at the moment.
...
This should hopefully kill the F12 getting stuck issue once and for all.
2018-05-28 21:29:46 +01:00
Sryder
f4181f7eb6
Very large map rendering issue fixed
...
Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Monster Iestyn
3a7241d9d3
change fickle's hack so that the bottoms of polyobj plane columns are set to 0 instead of 65535 when not intended to be visible
2018-05-25 20:54:50 +01:00
Steel Titanium
0b6d6c3363
GME low volume fix
2018-05-24 16:24:09 -04:00
toasterbabe
364984ac12
Fix bugs (uninitialised memory the compiler didn't pick up, and not setting scale) I sleepily caused last night.
2018-05-24 13:19:42 +01:00
toasterbabe
cb86ed7721
* Castlebot Facestabbers.
...
* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
2018-05-24 01:40:57 +01:00
toasterbabe
dbcd259bd6
* New Egg Guard behaviour!
...
* Fix the thing I mistakenly messed up with all of the things I moved out of P_SpawnMapThing without good reason to.
2018-05-22 23:02:54 +01:00
toasterbabe
847f8b4ef0
* CEZ decorations!
...
* Moved a bunch of stuff that had no business being in mapthing spawns into mobj spawns.
2018-05-22 11:04:28 +01:00
Monster Iestyn
f061ffa00e
Stop Each Time trigger linedefs and object-carrying scrollers from doing anything with FOFs without FF_EXISTS
2018-05-21 20:02:30 +01:00
Tasos Sahanidis
001e4e11ca
Correct C FixedMul() off-by-one errors
...
The FixedMul() C implementation would produce off by one results,
causing constant desyncs on 64 bit builds and builds without an
ASM implementation of the function.
This is fixed by shifting instead of dividing, possibly avoiding
rounding errors.
2018-05-20 22:55:21 +03:00
toasterbabe
ee42132ed1
* Bumpers and Balloons in a more final state.
...
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
2018-05-20 00:04:39 +01:00
Oleksii Vilchanskyi
6866dac171
m_fixed: asm: cc is not a register
...
gcc accepts
__asm__ ( "" : : : "%cc");
but not clang:
error: unknown register name '%cc' in asm
:"%cc", "%edx" // edx and condition codes clobbered
'cc' is not a register, thus '%cc' is rightfully not accepted.
Repro: build the project on x86_64 with:
cmake -H. -Bbuild -DCMAKE_C_COMPILER=clang -DCMAKE_SIZEOF_VOID_P=4 -DCMAKE_C_FLAGS="-m32"
2018-05-18 00:23:22 +02:00
Sryder
092e709235
OpenGL Map Specific palettes working
...
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
2018-05-17 22:17:20 +01:00
Steel Titanium
0bef99f566
Fix console typo
2018-05-17 13:57:19 -04:00
Sryder
badbb4324e
Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL
2018-05-16 21:04:57 +01:00
LJSonik
87ba5a2233
Merge branch 'master' into minor-net-command-fixes
2018-05-15 21:31:47 +02:00
toasterbabe
786fd65f3c
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-05-15 16:29:32 +01:00
toasterbabe
720de810bd
The start of implementing FuriousFox's bumpers/balloons!
...
No hardcoding of states, but the test .wad they're stored in right now is predominantly state, object, and sprite definitions/assets right now - the only hook is for setting the colour of the balloons!!
2018-05-15 16:10:42 +01:00
MascaraSnake
2e8cb9582a
Consistency: Pointer declarations next to the variable name instead of the type
2018-05-15 09:39:52 +02:00
MascaraSnake
975a318460
Change to linedef type 7 (flat alignment): If no tag is given, affect front sector.
2018-05-14 19:34:22 +02:00
toasterbabe
3c50acd1bf
* Minor changes to make A_CrushclawAim more useful.
...
* Some fun with the chain. https://cdn.discordapp.com/attachments/402861856219463681/445539938633515018/srb20022.gif
* More corrections to closed captions.
2018-05-14 13:20:24 +01:00
toasterbabe
26d13db548
* Crushtacean!
...
* Behaves a bit differently to the one in DSZres.pk3.
* Can now punch DSZ mines!
* Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
* DSZ2 stalagmite is now 1009, formerly 999.
* Big DSZ gargoyle is now 1011, formerly 1009.
2018-05-14 01:19:24 +01:00
Steel Titanium
b4d479ad9a
Include errno if not already included.
2018-05-13 16:04:34 -04:00
Steel Titanium
7f084868b9
More helpful error message
2018-05-13 15:35:38 -04:00
GoldenTails
7783ddd134
Update hw_md2.c
2018-05-13 14:34:08 -05:00
GoldenTails
5f0a45124c
Update hw_md2.c
2018-05-13 14:32:33 -05:00
GoldenTails
e66e0bb20e
Fixed MD2 models not loading correctly on Linux
2018-05-13 14:19:36 -05:00
toasterbabe
5c11131230
Fix inverted chaining condition!
2018-05-13 17:25:55 +01:00
toasterbabe
a738ef99e3
* DrT's Spincushion hardcoded.
...
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
2018-05-13 14:09:20 +01:00
Monster Iestyn
4f75ae3a68
Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag
...
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P
2018-05-11 20:35:46 +01:00
Alam Ed Arias
6be0f90fbe
Merge branch 'master' into next
2018-05-08 21:26:26 -04:00
Steel Titanium
a1d696b38e
Fix small typo
2018-05-08 18:38:28 -04:00
Steel Titanium
9ff491dd78
Add indentation
2018-05-08 18:36:47 -04:00
toasterbabe
8a61d87961
* Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly.
...
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
* Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
* Enemies are solid to other enemies movement-wise now.
* (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
* Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
* Miscellaneous tiny code tweaks.
2018-05-08 23:26:36 +01:00
Steel Titanium
29e80c5300
Don't increment totalplaytime if a demo is playing.
2018-05-08 18:16:01 -04:00
toasterbabe
d0575f7fb0
* Hive Elementals and Bumblebores, plus associated useful action functions.
...
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
2018-05-04 21:30:15 +01:00
toasterbabe
8f71e93cee
* Remove Commander-specific hack, incorporate into A_CrawlaCommanderThink.
...
* Make my changes to its thinker slightly more consistent.
2018-05-03 14:04:29 +01:00
toasterbabe
94c7d9bc52
Forgot to do this before making the previous commit; completes support for no-points drone badniks.
2018-05-03 00:00:22 +01:00
toasterbabe
6d1ba20a1d
* Add native support for multi-hit badiks to MF_ENEMY.
...
* MF2_FRET application and removal.
* Flashing when flag present.
* Bounce player back on successful damaging.
* Add their spawnhealth to the chain.
* Reduce code duplication in P_TouchSpecialThing.
* Play with Crawla Commander a little bit as a test of its power.
2018-05-02 23:48:50 +01:00
toasterbabe
856edd50df
Remove the ugly double-hack for monitors! Doesn't QUITE do it via the return value of P_DamageMobj like MI and I theorised it should do, but it's functionally identical whilst being less code to maintain.
2018-05-02 20:55:07 +01:00
toasterbabe
cf9d53efd8
Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.)
2018-05-02 20:35:20 +01:00
toasterbabe
dbc0ac2303
* Springs no longer need MF_SOLID to function. (I tried to add a special Sonic 1-3 style "springs are solid from the side" thing with native support, but it turns out that requires too many hacks for an optional extra feature not used in the campaign, so No.)
...
* Springs no longer send you flying relative to the slope whilst you're on a slope. (I tried fixing this before, but this is a much more solid fix.)
2018-05-02 20:03:18 +01:00
toasterbabe
5cc1befcad
* Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
...
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe
1eb84f57c5
* Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
...
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
Monster Iestyn
8e5ac64d7c
Merge branch 'dedicated-nosoundinit' into 'master'
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Don't init the sound system on dedicated servers
See merge request STJr/SRB2!225
2018-04-21 17:40:45 -04:00
Monster Iestyn
452aef4981
Merge branch 'connect-empty-address-fix' into 'master'
...
Fixed "invalid pointer" error when passing "" to Command_connect().
See merge request STJr/SRB2!234
2018-04-21 17:32:50 -04:00
Monster Iestyn
83a84d5a81
Merge branch 'connect-server-fix' into 'master'
...
Removed contradictory `-connect` check
See merge request STJr/SRB2!236
2018-04-21 16:25:28 -04:00
Monster Iestyn
eb0f9681d7
Merge branch 'findfile-rewrite' into 'master'
...
Rewrite of d_netfil.c's findfile
See merge request STJr/SRB2!240
2018-04-21 16:22:21 -04:00
Monster Iestyn
48a85512a0
Merge branch 'dedicated-debug-hotfix' into 'master'
...
Dedicated debug hotfix
See merge request STJr/SRB2!239
2018-04-21 16:13:38 -04:00
Monster Iestyn
6c7acdbd9e
Merge branch 'movie-spec-stage-fade-fix' into 'master'
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Movie mode: special stage intro fade recording fix
See merge request STJr/SRB2!229
2018-04-21 16:12:46 -04:00
Monster Iestyn
9cdf87404e
Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there.
...
This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect.
Note: Untested as of writing
2018-04-15 22:00:31 +01:00
Monster Iestyn
3fb12cf337
Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode
2018-04-15 19:59:57 +01:00
Steel Titanium
2139d4771f
Default sound volume is too loud
2018-04-11 14:40:05 -04:00
toasterbabe
976331fb03
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-04-08 16:23:19 +01:00
toasterbabe
729b7d81c3
DEVMODE visual output messed with a bit. NOT in master this time.
...
* DBG_PLAYER split out from DBG_DETAILED. (The difference I'm intending here is whether it's referring to stuff in the player struct, or stuff in the mobj struct.)
* Function pointer for text so both modes can show the same stuff if it's not taking over the entire screen, and only show the "INFO NOT AVAILABLE AT THIS RESOLUTION" if it's in danger of going off the bottom.
2018-04-08 14:31:56 +01:00
toasterbabe
375c3c584e
[13:01] toaster: hey
...
[13:01] toaster: would anyone object if i pushed this to master
[13:02] toaster: so my changes to devmode don't fuck with gifs, for example https://cdn.discordapp.com/attachments/428262628893261828/432500920773771264/srb20575.gif
[13:02] NEV3R: ¯\_(ツ)_/¯
[13:02] toaster: ok i'll just do it
2018-04-08 13:03:40 +01:00
toasterbabe
790e334d19
comment goof
2018-04-07 23:10:34 +01:00
mazmazz
606df6482e
Merge branch 'master' into nightsplus-laplogic
2018-04-07 07:54:46 -04:00
mazmazz
f903d01bc1
Add ML_DONPTEGTOP flag to Nights LE
...
* Nightserize: Run only if player is already NiGHTS
* DeNightserize: Run only if >0 players are NiGHTS
2018-04-07 07:33:07 -04:00
mazmazz
ff6fe27748
Merge branch 'master' into nightsplus-le
2018-04-07 07:09:41 -04:00
mazmazz
bd6276a39e
Allow immediate alpha setting when speed = 0; refactoring
...
* Separate fade logic into P_FindFakeFloorsDoAlpha, P_DoFakeFloorAlpha
* Change INT32 destvalue and speed to INT16
2018-04-07 07:09:04 -04:00
Digiku
7cf2c78522
Fix whitespace weirdness
2018-04-07 06:28:31 -04:00
mazmazz
27ca70d069
checkpoint
2018-04-07 05:52:01 -04:00
mazmazz
afa0aae131
Refactor flag handling toggles
2018-04-06 23:14:48 -04:00
mazmazz
73e4cab1e4
Little adjustments
...
* Swap MF_NOCLIMB and MF_EFFECT1
* Implement if Front Y Offset < 1 (== 0), then set alpha immediately
2018-04-06 22:34:45 -04:00
mazmazz
8d3c9d91f1
Merge branch 'le-fadefof' into le-fadefof-remove-storedthinker
2018-04-06 22:22:42 -04:00
mazmazz
3427c304f4
Merge branch 'master' into le-fadefof
2018-04-06 22:22:23 -04:00
toasterbabe
ff9775225e
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
...
# Conflicts:
# src/p_mobj.c
2018-04-07 01:54:43 +01:00
Digiku
e1cd6357cc
Merge branch 'op-nightsbumper' into 'master'
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NiGHTS Objectplace: Preserve MT_NIGHTSBUMPER vertical angle upon WRITETHINGS
See merge request STJr/SRB2Internal!137
2018-04-06 20:21:25 -04:00
toaster
d315072e3f
Merge branch 'texture-fixes' into 'master'
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Texture fixes
See merge request STJr/SRB2Internal!135
2018-04-06 17:44:17 -04:00
toaster
8c33cb9134
Merge branch '100-make-slopes-static-by-default-and-require-flag-to-turn-them-dynamic' into 'master'
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Resolve "Make slopes static by default, and require flag to turn them dynamic."
Closes #100
See merge request STJr/SRB2Internal!140
2018-04-06 17:43:47 -04:00
toasterbabe
4f3c9b5fad
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
...
# Conflicts:
# src/hardware/hw_draw.c
2018-04-06 19:38:19 +01:00
Monster Iestyn
a3b86a737e
Merge branch 'public_next'
...
# Conflicts:
# src/f_finale.c
# src/hardware/hw_draw.c
# src/hardware/hw_main.c
# src/hardware/r_opengl/r_opengl.c
# src/sdl12/hwsym_sdl.c
# src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
toasterbabe
3f427d0161
* Improve devmode text.
...
* Make sure showfps never covers anything relevant to the base game.
* Tweak spectator text for raising/lowering.
* Minor code-smell squishes.
2018-04-06 18:40:08 +01:00
toasterbabe
15903c6271
* Correct V_PERPLAYER's screen-centered (no snapto flags on a given axis) behaviour.
...
* Fix that one comment Digiku mentioned. ;P
* Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
2018-04-06 14:42:49 +01:00
toasterbabe
3c74952522
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-04-06 12:54:39 +01:00
Monster Iestyn
740e0cf8c1
Merge branch 'master' into hardcoding-time-again
2018-04-05 19:03:49 +01:00
Wolfy
ca8e14d5e9
Revert "THZ Hardcoding"
...
This reverts commit 8bd91bd2f2
.
Note to self: read through the fucking merge requests
2018-04-05 12:49:39 -05:00
Wolfy
1d63f53aeb
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal
2018-04-05 03:55:03 -05:00
Wolfy
8bd91bd2f2
THZ Hardcoding
...
Feel free to reorganize as necessary.
2018-04-05 03:23:27 -05:00
Steel Titanium
d446f3420e
Merge remote-tracking branch 'upstream/master' into dedicated-nosoundinit
2018-04-03 16:16:20 -04:00
Steel Titanium
759ea8cb42
Indentation fixup
2018-04-03 16:11:07 -04:00
Alam Ed Arias
59f5b46ad3
Merge branch 'public_next' into master
2018-04-03 16:09:11 -04:00
Alam Ed Arias
cf6a30a8ef
Merge branch 'master' into next
2018-04-03 15:48:06 -04:00
toasterbabe
4f3f647f5b
A minor assortment of changes.
2018-04-03 01:46:42 +01:00
toasterbabe
156cc031ea
* Optimise them even further... AGAIN! Using an offset-based system rather than a multiplication-based one...
...
* Again, tweak the spawning code to take maximum advantage of these gains.
* Fix potential crashes with MT_NULL mace/chain types supplied.
* #ifdef out the height-clipping code. It needs more TLC than I can give it right now, and the existing behaviour is less obviously broken (sadly enough).
* Fix chainmace points, which were apparently broken without anyone realising.
2018-04-03 01:10:10 +01:00
toasterbabe
4051ae8915
* Revamp mace creation again to potentially serve as the foundation for further optimisation (and also not rely on a while (1) loop, which easily went wrong several times whilst I was making changes to it).
...
* Fix minor typoes and other small tweaks in the P_MaceRotate function, which I'm probably about to rewrite again anyways...
2018-04-02 21:36:12 +01:00
mazmazz
b80277b7f1
Merge branch 'nightsplus-stillvisangle' into nights-nightserizeangle
2018-04-02 15:26:41 -04:00
mazmazz
49682f58bf
Make NiGHTS face forward or backward upon Nightserizing
2018-04-02 15:21:19 -04:00
mazmazz
294d583166
Dumb stupid hack where NiGHTS faces you upon Nightserizing
...
Because I can't figure out how to tell which player angle is "forward" in an axis track.
2018-04-02 14:41:29 -04:00
mazmazz
37eeb5d25c
Merge branch 'nightsplus-laplogic' into nightsplus-le
...
# Conflicts:
# src/p_map.c
2018-04-02 09:21:55 -04:00
mazmazz
0c6f722ff2
For NiGHTS OP Hoop, make mt->options XOR cv_opflags more SRB2-like
2018-04-02 08:36:33 -04:00
mazmazz
53503cd01f
Slight fixes for NiGHTS LE Trigger logic
2018-04-02 08:13:53 -04:00
mazmazz
2c72c6e660
Split NiGHTS LE trigger logic into P_CheckNightsTriggerLine
...
This makes P_RunTriggerLinedef more readable because the logic is too different from the other triggers.
Also replace BOOL with boolean
2018-04-02 08:11:28 -04:00
toasterbabe
0102da824e
Make the h-chain repairing safer.
2018-04-02 01:20:32 +01:00
toasterbabe
5ac70bbb7e
* Fix multispoke mace/chainbars having problems.
...
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
* Reimplement the maceretry solidity stuff (effect 4).
* Flip the mminlength stuff so that existing dev maps don't break badly.
* Fix hacky chainbar grabbing.
* Tweak height of tinychain a smidge.
2018-04-02 01:08:31 +01:00
toasterbabe
97ddb8881d
* Remove ability to change speed of chains.
...
* Fix ability to turn chains (still disabled by default, just at least want the option...)
* Replace max speed setting with a "minimum chainlink distance" setting - if greater than zero, that many chains will not be spawned from the center outwards. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
2018-04-01 22:05:59 +01:00
toasterbabe
6d59551afd
Mace optimisation!
...
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
2018-04-01 20:54:19 +01:00
mazmazz
9dc90f2df8
Implement logic branching for NiGHTS LE triggers and add Bonus Time trigger
2018-04-01 08:23:59 -04:00
mazmazz
3d72c105df
Initial checkpoint for NiGHTS LE triggers
2018-03-31 10:11:27 -04:00
mazmazz
cd7573550b
Remove fader thinkers by stored pointers in fadingdata
2018-03-31 01:15:24 -04:00
mazmazz
3e8d264a2d
Add fadingdata to sector_t
2018-03-31 00:41:20 -04:00
mazmazz
c1c6b4746f
Better fading comments
2018-03-31 00:10:46 -04:00
mazmazz
c13f561b50
Fix fade_t handleflags to UINT32
2018-03-31 00:02:37 -04:00
mazmazz
bf0f24b16e
Bring back FF_TRANSLUCENT processing for fade FOF
...
The rules for accompanying flags are:
* If FF_TRANSLUCENT, deflag FF_CUTLEVEL and flag FF_EXTRA | FF_CUTEXTRA.
* If not FF_TRANSLUCENT, flag FF_CUTLEVEL and deflag FF_EXTRA | FF_CUTEXTRA
* If FF_SOLID, deflag FF_CUTSPRITES
* If not FF_SOLID, flag FF_CUTSPRITES
This reverts commit 73c7df6f5b
.
2018-03-30 23:42:14 -04:00
mazmazz
0ac96b5a93
Merge branch 'le-fadefof' into le-fadefof-fflags
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# Conflicts:
# src/p_spec.c
2018-03-30 23:03:06 -04:00
mazmazz
047fffb6da
Remove log comments for Fade FOF
2018-03-30 22:59:33 -04:00
mazmazz
73c7df6f5b
Maybe let's not handle FF_TRANSLUCENT for fade FOF.
...
Why: FF_TRANSLUCENT is often packaged with flags FF_EXTRA, FF_CUTEXTRA; for intangibles, FF_CUTSPIRTES; in some cases (?), FF_CUTLEVEL. I *think* the rules are consistent amongst predefined FOFs, but maybe there are exceptions?
There's too much that can go wrong with assuming too many flags for an FOF. Just make it the modder's responsibility to tag this special to the proper translucent FOF.
2018-03-30 22:56:43 -04:00
mazmazz
d449aae76d
Add predefined behaviors for fading FOF flags
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* ML_BLOCKMONSTERS: Handle FF_EXISTS
* ML_NOCLIMB: Handle FF_SOLID
* ML_EFFECT1: Don't handle FF_TRANSLUCENT
2018-03-30 22:43:13 -04:00
mazmazz
3fbffb0b4d
Add player_t marelap and marebonuslap, with logic
2018-03-30 20:28:27 -04:00
Sryder
6f2de824fb
Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
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I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
Marco Z
e617753d00
Initial logic attempt
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* Front X offset: ffloor alpha target (1-256)
* Front Y offset: Speed, alpha per tic (1+)
* MF_BLOCKMONSTERS: Do not handle FF_EXISTS
2018-03-30 17:45:48 -04:00
toasterbabe
0fbebcaa08
Make special stage tallies do the token noise if you cash in a token!
2018-03-30 22:03:14 +01:00
toasterbabe
d9b5155e6e
* Make Tokens appear in competition.
...
* Tweak thrown ring colours.
* Make Armageddon shield loop properly.
* Tweak drowning numbers to be consistent between third and first person.
2018-03-30 21:49:15 +01:00
Marco Z
44b25be69a
fade_t fields
2018-03-30 16:19:19 -04:00
Marco Z
0fedd2e566
Define fader thinker names
2018-03-30 15:33:03 -04:00
mazmazz
c09991d3d4
Merge branch 'nightsplus-laplogic' into nightsplus-le
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# Conflicts:
# src/p_map.c
2018-03-30 14:39:00 -04:00
mazmazz
637a4a8446
Add player_t marelap and marebonuslap, with logic
2018-03-30 14:38:28 -04:00
mazmazz
56d7f9ed38
Nights LE checkpoint
2018-03-30 14:22:59 -04:00
Sryder
0aaae501d3
Warnings must die
2018-03-30 18:53:23 +01:00
Sryder
f3aa02e26d
Start with lightnum on sector lightlevel
2018-03-30 18:13:52 +01:00
Sryder
66f220d6ad
Merge branch 'master' into openglquickfixes
2018-03-30 18:09:41 +01:00
toasterbabe
de8f1fa407
* Incorporate (almost) all of Mystic's feedback.
...
* Prevent ANY input when blindfolded.
* Make CECHOs always perplayer'd. (A little hacky; quads will need work here.)
* Make NiGHTS link timer bounces not a mess, and only when the colour changes.
2018-03-30 16:39:59 +01:00
Sryder
65c893da86
static tempsec for R_FakeFlat
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I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
Nevur
fc3e863fd3
asdf
...
Signed-off-by: Nevur <apophycens@gmail.com>
2018-03-29 20:12:19 +02:00
toasterbabe
98601dc757
A lot!
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* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
2018-03-26 23:53:09 +01:00
mazmazz
ac8be33752
Reset player->another/flyangle on any Nightserize or DeNightserize
2018-03-26 01:54:38 -04:00
mazmazz
4281c9ca10
Nightserize: Reset player another/flyangle on new mare
2018-03-26 01:40:15 -04:00
mazmazz
ce215195f8
NiGHTS drone loop: Change flyangle comparison to fix detection from vertical angles
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Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
2018-03-26 01:04:02 -04:00
mazmazz
67e4381284
Fix NiGHTS drone loop detection by using pl->flyangle
2018-03-26 00:33:17 -04:00
mazmazz
d85f108997
P_SpawnMapThing: Ignore MTF_ flags if MT_NIGHTSBUMPER
2018-03-25 19:42:46 -04:00
mazmazz
dc9fd6f02e
MT_NIGHTSBUMPER Spawn: Don't reset mthing->options
2018-03-25 19:07:21 -04:00
mazmazz
e87530a9c3
NiGHTS objectplace: Place new hoop 1713 instead of 1705
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* Add cv_ophoopflags consvar to manage hoop flags separately from other flags
* Simplify hoop mt->options operation so we're not recalculating Z flags; just XOR cv_opflags OR cv_ophoopflags
2018-03-25 18:07:15 -04:00
toasterbabe
33afd94252
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
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# Conflicts:
# src/d_main.c
# src/st_stuff.c
2018-03-24 17:17:01 +00:00
jameds
876d0fa58b
Removed contradictory -connect
check
2018-03-23 18:09:07 -07:00
Sryder
f62cb3a30a
I've commented out the call to HWR_CorrectSWTricks.
...
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
2018-03-23 22:27:29 +00:00
jameds
a431197921
Fixed "invalid pointer" error when passing "" to Command_connect().
2018-03-22 21:21:26 -07:00
Sryder
fab4b7f5ea
Stop squashing the screen vertically in non-green resolutions
2018-03-22 01:10:53 +00:00
Sryder
839ee0ab85
OpenGL Sprite Splitting
2018-03-22 00:52:14 +00:00
Sryder
0885d27171
Transform sprites in world space rather than screen space
...
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
toasterbabe
24c017564e
Mammoth commit!
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* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing.
* Make race countdown happen in a bunch of appropriate circumstances.
* Refactor race countdown.
* Remove a lot of useless stuff from H&S/Tag UI.
* Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font.
* Remove useless PLAYING/SPECTATE text from lives element.
* Merge lap counter into lives element.
* Move some other text around.
2018-03-21 18:18:45 +00:00
toasterbabe
05bf3674d3
* M_Random function access to v! (so v.RandomFixed(), etc...)
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* Remove deprecated P_Random() from Lua.
2018-03-20 15:00:27 +00:00
Sryder
4e95066f5a
Some fixes and updates for HWR_SplitWall
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Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog
There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
toasterbabe
ae033a9409
* Clean up a lot of NiGHTS stuff still using the old, shitty NOSCALESTART offsetting in nonstandard resolutions.
...
* Clean up the ST_ drawing macro list.
2018-03-20 00:19:20 +00:00
toasterbabe
7885ae57e2
* Allow for V_ flag control for hudinfo SOC/Lua stuff through hudinfo[n].f (for flags).
...
* Fix Old Special Stage offsets.
* Fix drowning number offsets.
* Remove useless "WS" macros.
2018-03-19 23:08:51 +00:00
toasterbabe
4798f85382
Fix issues with the level platter in nonstandard resolutions.
2018-03-19 17:41:53 +00:00
toasterbabe
c0cc1471e5
Make some tweaks to devmode offsets.
2018-03-19 16:39:37 +00:00
toasterbabe
7d1885917a
Some minor intro tweaks.
2018-03-19 16:36:14 +00:00
Sryder
f3d63b82ce
Revert "Fix screenshot functionality in fullscreen in SDL2"
...
This reverts commit 121fcd8369
.
The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
a984d979d1
Fix wipes in low resolutions
2018-03-18 17:12:12 +00:00
Sryder
31d1ef8db0
Draw the final screen texture in the centre with black bars
...
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
527df5c248
Fix OpenGL Title Screen Sky
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My IDE doesn't seem to like Vada's name.
2018-03-17 15:11:32 +00:00
Sryder
6de0cc6bcc
Remove the OpenGL only code from V_DrawPatchFill
...
That's all of the HUD drawing functions that are currently used updated in GL.
2018-03-17 14:47:06 +00:00
Sryder
a9214ebd37
Match HWR_DrawCroppedPatch to V_DrawCroppedPatch
2018-03-17 13:58:44 +00:00
Sryder
801f7547d3
Add the full-screen drawfill functionality to HWR_DrawFixedPatch
2018-03-17 13:26:43 +00:00
Sryder
7830c031f7
Make HWR_DrawFill match V_DrawFill
2018-03-16 19:46:45 +00:00
Sryder
7764a1bb5d
Match HWR_DrawFixedPatch to V_DrawFixedPatch
2018-03-16 18:08:24 +00:00
Sryder
1b3e1f78af
Translucent floors shouldn't write into the depth buffer
2018-03-15 23:59:01 +00:00
Sryder
5a4ea9fab3
Better fog block colouring
...
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Alam Ed Arias
5a04145e43
Merge branch 'master' into next
2018-03-14 14:29:42 -04:00
Alam Ed Arias
1619b392f6
Merge remote-tracking branch 'public/master'
2018-03-14 14:26:07 -04:00
toasterbabe
fee8714109
i suck at the alphabet!
2018-03-14 16:55:33 +00:00
toasterbabe
a5ab9f01bb
oh yeah this guy's name needs changing too
2018-03-14 16:49:10 +00:00
toasterbabe
68cb919205
down with cis
2018-03-14 16:47:19 +00:00
LJSonik
0ff5b851cd
Merge branch 'master' into minor-net-command-fixes
2018-03-09 17:15:37 +01:00
Louis-Antoine
aefe06e2ef
Fix Lua panic when archiving a table element with an userdata key
2018-03-09 16:40:34 +01:00
Sryder
e4ed3a793b
Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
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Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
121fcd8369
Fix screenshot functionality in fullscreen in SDL2
2018-03-08 22:28:38 +00:00
Monster Iestyn
145616b152
Merge branch 'master' into next
2018-03-08 19:35:51 +00:00
Sryder
77af3a8f95
Optimise the screen texture setup for SDL2, Post-processor, and wipes.
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Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Sryder
67ee1637c9
Decrease far clipping plane
...
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Monster Iestyn
aba4adfabc
shrunk buffer from 32 to 28 so that all of "Downloading "extremely...longname.wad"" can fit on screen at once.
2018-03-06 20:52:55 +00:00
Monster Iestyn
a66824d63f
replace the 3 strncpys with a snprintf
2018-03-06 20:20:27 +00:00
Sryder
538d0de949
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2.git into openglquickfixes
2018-03-06 16:11:05 +00:00
Monster Iestyn
e3151f26dc
rewrite download file screen code:
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* fix screen to properly truncate the filename to just the real name only
* if the real name itself is too long, use ellipsis and paste in parts of the start and end of the actual name
note: I haven't actually tested if this works or compiles yet, I haven't the time right now
2018-03-05 22:24:03 +00:00
Monster Iestyn
1fe79a0d71
Fix movies not recording the "extension" to special stage intro fades
2018-03-05 19:08:53 +00:00
Monster Iestyn
bfbe69c627
Merge branch 'master' into hardcoding-time-again
2018-03-04 19:22:08 +00:00
Monster Iestyn
b254acaa0d
Merge branch 'master' into texture-fixes
2018-03-04 19:20:54 +00:00
Monster Iestyn
01f1e7fc33
Merge branch 'zoning-out' into 'master'
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Zoning out
See merge request STJr/SRB2Internal!133
2018-03-04 14:19:25 -05:00
Monster Iestyn
61923f3b1f
Merge branch 'public_next'
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# Conflicts:
# src/sdl/i_system.c
2018-03-04 19:18:13 +00:00
Monster Iestyn
ad1801e7f1
Merge branch 'master' into next
2018-03-04 19:10:01 +00:00
Monster Iestyn
16e60aada9
Merge branch 'linux-limbo' into 'master'
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Linux limbo
See merge request STJr/SRB2!228
2018-03-04 14:08:21 -05:00
Monster Iestyn
4fdb82c942
Merge branch 'soc-sanitizing' into 'next'
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SOC sanitizing
See merge request STJr/SRB2!227
2018-03-04 14:07:30 -05:00
toasterbabe
33d5baa2aa
* Add new console text colours - sky, purple, aqua, peridot, azure, brown, rosy, and invert.
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* Remove redundant check from V_DrawFadeScreen().
* Clean up potential endless sound source in Race HUD.
2018-03-02 13:32:55 +00:00
Monster Iestyn
4a0305eec8
more I_GetFreeMem fixes: don't attempt to set *total to 0L if total itself is NULL
2018-02-23 20:40:19 +00:00
Monster Iestyn
1216c9da18
Use __linux__ instead of LINUX/LINUX64
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Turns out compiling for Linux 32-bit using the Makefiles never actually defines LINUX! Apart from that, most of the existing Linux-specific code in SRB2's source code (except for tmap.s) actually uses __linux__ instead anyway
2018-02-23 20:21:16 +00:00
Monster Iestyn
6e21059713
Eat unprintable keys too, since there's no reason to feed them to G_Responder anyway when the console is open
2018-02-23 20:08:02 +00:00
Monster Iestyn
80e18ecb7e
Cache all the act number graphicss at game startup rather than at every start/end of a level
...
I also added a few helpful functions for drawing the act numbers themselves
2018-02-22 21:49:36 +00:00
Monster Iestyn
ad8c51ab8f
removing stupid dumb useless code fish
2018-02-21 22:45:51 +00:00
Monster Iestyn
fb3e78c020
Make CON_Responder eat Ctrl+key combos that have no effect, instead of passing the key on to G_Responder
2018-02-20 17:06:03 +00:00
Steel Titanium
36d1259ceb
Removed some redundant checks
2018-02-17 00:37:17 -05:00
Steel Titanium
d921f26e54
Don't init the sound system on dedicated servers
2018-02-17 00:01:42 -05:00
Monster Iestyn
1bc98da70b
Added Z_TotalUsage as a shortcut for Z_TagsUsage(0, INT32_MAX)
2018-02-16 20:32:43 +00:00
Monster Iestyn
81a9b7b070
Total reorganisation of z_zone.c/h, added doxygen-compatible comments to all functions and additional regular comments where appropriate, changed purge tag macros to an enum list
2018-02-15 22:09:24 +00:00
Monster Iestyn
4782cc89fa
updating comment for Z_TagsUsage in the .c file
2018-02-15 16:53:58 +00:00
Monster Iestyn
013d185d9e
Z_FreeTag and Z_TagUsage are now both macros of their respective two arg variants
2018-02-15 16:31:05 +00:00
Monster Iestyn
8f834d6784
added a quick Z_FreeTag function as a shortcut to Z_FreeTags(tag, tag) where both tags are the same
2018-02-14 23:16:16 +00:00
Monster Iestyn
836bf5e12f
Clean up z_zone.h's function protos to look more readable like m_random.h, don't name functions with "2" if not using PARANOIA or ZDEBUG
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also, Z_Malloc/Calloc/Realloc are now macros of the "Align" versions, regardless of ZDEBUG or not
2018-02-14 22:52:25 +00:00
LJSonik
d1e3275c78
Merge branch 'master' into minor-net-command-fixes
2018-02-14 21:07:10 +01:00
Louis-Antoine
bd2334dd93
Fix SV_StopServer not calling D_Clearticcmd correctly
2018-02-14 21:00:55 +01:00
Monster Iestyn
bd7ced9363
Merge branch 'master' into hardcoding-time-again
2018-02-14 16:24:05 +00:00
Alam Ed Arias
306cbc43e2
Merge branch 'public_next' into private
2018-02-14 10:34:36 -05:00
Alam Ed Arias
99552c2ba2
Merge branch 'master' into next
2018-02-14 10:29:24 -05:00
Louis-Antoine
c7320f9f82
Don't allocate memory for net commands already executed, as it would cause them to be never freed
2018-02-14 15:09:52 +01:00
Monster Iestyn
df95e2175f
Merge branch 'master' into hardcoding-time-again
2018-02-13 21:21:30 +00:00
Monster Iestyn
49b8fd6d67
Don't attempt to load the "Lua/" or "SOCs/" folder lumps themselves as Lua/SOC lumps
2018-02-13 21:12:42 +00:00
Louis-Antoine
490f5beb89
Do not prevent all net commands for the current tic from being executed because of an unkown net command ID
2018-02-13 17:53:18 +01:00
toasterbabe
7018ce925b
Fixed the strengths going in the wrong direction of transparency in GL!
2018-02-12 21:31:03 +00:00
toasterbabe
b69cbd85b9
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-02-12 18:59:01 +00:00
toasterbabe
da3f8ceb8d
* Move the non-mapping drawFill out of the source code function and into the Lua interface.
...
* Add a drawFill fallback for COLORMAP too.
* Correct a few index mishaps.
2018-02-12 18:23:57 +00:00
toasterbabe
c1b48ea79f
* Total overhaul of V_DrawFadeScreen(color, strength!
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- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
Monster Iestyn
8556a05668
Fix SOC/Lua loading messages to display full names or even display at all (for PK3s at least), and otherwise some cleanup of existing code for the messages.
...
Also, I moved lua_lumploading on/offing to LUA_LoadFile.
2018-02-09 22:43:08 +00:00
Monster Iestyn
bf88407d00
Make sure both software and OpenGL ignore patches that are completely out of a multi-patch texture's bounds.
...
This fixes OpenGL in particular crashing because of such a weird situation.
2018-02-09 17:23:35 +00:00
Monster Iestyn
f12530a39f
Merge branch 'master' into hardcoding-time-again
2018-02-08 20:33:17 +00:00
Monster Iestyn
b533d36143
Merge branch 'master' into file-loading-cleanup
2018-02-08 20:32:59 +00:00
Monster Iestyn
b1695de124
Merge branch 'public_next'
2018-02-08 20:31:53 +00:00
Monster Iestyn
c42c70cb34
Merge branch 'playdemo-custom-home-fix' into 'next'
...
Fix for "playdemo" not working with custom home paths
See merge request STJr/SRB2!221
2018-02-08 15:29:39 -05:00
Monster Iestyn
fbd4ce1d47
optimised R_ExpandPlane too
2018-02-07 18:11:32 +00:00
Monster Iestyn
efe9204f78
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
...
Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Steel Titanium
0cc4b8d6db
Smoother MD2 interpolation
2018-02-06 14:50:08 -05:00
Monster Iestyn
493af49a00
Correct backwards skies for OpenGL too
2018-02-03 21:39:36 +00:00
Monster Iestyn
33a538383f
Added proper support for upside-down thok barriers, in both renderers
...
Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
0dc867c05e
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
2018-02-03 18:30:49 +00:00
Monster Iestyn
ecf2eed37f
Pushing all my work to make OpenGL consistent with my changes to software's sky so far
2018-02-01 22:04:04 +00:00
toasterbabe
5adfdf9516
cv_playername already has a valid default value of "Sonic". We do NOT need to expose things like this.
2018-01-30 22:48:53 +00:00
toasterbabe
8090ea4ed0
Stop leaking names.
2018-01-30 21:25:28 +00:00
Monster Iestyn
9e4c985d70
some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
...
(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn
7d150485c9
More sky fixes for software:
...
* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn
5c70d6e6ca
Fix skies in software being displayed backwards
...
(I'll get round to OpenGL later)
2018-01-27 19:29:41 +00:00
Monster Iestyn
f6c740840a
Move sky plane-drawing code from R_DrawPlanes to a new function called by R_DrawSinglePlane
...
This potentially allows FOFs and polyobjects to display sky flats on them properly, unless skyboxes are involved in which case they'd fail either way
I also updated or added comments to some places of the sky drawing code and related where useful
2018-01-27 19:18:17 +00:00
toasterbabe
eba0978a00
RIP smiles
2018-01-24 02:07:30 +00:00
toasterbabe
ab0296d1c1
Added a failure animation if you don't get the emerald. https://cdn.discordapp.com/attachments/402861856219463681/405477752972509185/srb20004.gif
2018-01-23 23:13:56 +00:00
toasterbabe
dd3b39089f
* Improve the rendering of emerald coinboxes.
...
* Make emeralds fall onto the end tally. https://cdn.discordapp.com/attachments/400761370800422922/405122775272128512/srb20003.gif
2018-01-22 23:29:57 +00:00
Monster Iestyn
c0bb511c1f
Hardcoded LUA_THZT from THZ1.wad, giving us the funny-looking steam whistle tree
...
This concludes hardcoding of scenery items for THZ
2018-01-22 18:41:14 +00:00
toasterbabe
dca107f630
* Update V_DrawCroppedPatch and V_DrawFill to support V_PERPLAYER.
...
* Fix some mistakes in the comments for v_video.h.
2018-01-21 12:56:38 +00:00
toasterbabe
373bb329a2
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-01-20 22:18:16 +00:00
toasterbabe
2141754e54
V_PERPLAYER. (Hooh boy.)
...
* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
2018-01-20 22:14:24 +00:00
Monster Iestyn
0f99fdadd1
Merge branch 'next' into lua-archive-crash-hotfixes
2018-01-20 21:33:03 +00:00
Monster Iestyn
fa3998e942
Some fixes to prevent bad table key types causing Lua panic errors for joining players in netgames:
...
* ArchiveTables: print an error if invalid key, to alert script author potentially
* UnArchiveTables: if the key is found to be nil after reading key and value, print an error and don't set them in the table
2018-01-20 21:18:16 +00:00
Monster Iestyn
82ac8b6a1c
Hardcoded SOC_FWR6 from THZ1.wad, also tweaked MT_THZFLOWERB's hitbox
2018-01-19 17:56:18 +00:00
Monster Iestyn
0ef7aff5c0
Prevent SV_SpawnPlayer from being able to freeze the game if gametic is 0. Additionally add a sanity check to prevent the loop going on more than necessary anyway
...
This commit fixes -playdemo and -timedemo params for command line, allowing them to actually work again
2018-01-16 15:21:49 +00:00
Monster Iestyn
87aa9175a1
Merge branch 'master' into hardcoding-time-again
2018-01-13 17:49:44 +00:00
Monster Iestyn
f1b8e122a2
Fix missing semicolon
2018-01-12 20:05:09 +00:00
Monster Iestyn
602701d6dd
G_DoPlayDemo: prepend srb2home to the demo name (if an external file) so that demos in custom home paths can be loaded
2018-01-11 16:55:42 +00:00
Monster Iestyn
ddf82949bf
W_IsLumpWad: check if the file is a PK3, so it can bail out if it isn't
2018-01-10 19:13:29 +00:00
Monster Iestyn
0c89853425
created W_IsLumpWad as a shortcut for the "is the lump a WAD" checking in the code getting map data lumps
2018-01-10 16:51:23 +00:00
Monster Iestyn
19e08584a3
add support for maps-in-WADs-in-pk3s to P_NetArchiveWorld as well
2018-01-10 15:24:24 +00:00
Monster Iestyn
9c13cee9f0
Hack up support for pk3s in Custom FOF setup, fix stray ! preventing blockmap from loading
2018-01-09 22:22:10 +00:00
Monster Iestyn
db23cfc916
Same has been done for REJECT now
2018-01-09 21:33:10 +00:00
Monster Iestyn
2d98da3bcb
Added support for loading BLOCKMAP lumps from MAPXX.wad maps in /Maps/ in PK3s
2018-01-09 19:43:59 +00:00
Monster Iestyn
40cb22a130
probably best if we did this instead actually
2018-01-08 14:29:47 +00:00
Monster Iestyn
3bc7073918
If NOT skewing FOF walls, make sure dc_texturemid reverts to using unsloped FOF topheight/bottomheight rather than actual left side top/bottom heights
2018-01-08 14:29:39 +00:00
Monster Iestyn
a7dc20e7d2
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...
2018-01-08 14:29:30 +00:00
Monster Iestyn
0e8db59f4b
P_AddWadFile: for both WADs and pk3s, if a sound is found to replace an existing sound, don't go on looking for more with the same name (since there shouldn't be any)
2018-01-04 21:06:26 +00:00
Monster Iestyn
03020036d4
Merge branch 'master' into file-loading-cleanup
2018-01-04 20:17:19 +00:00
Monster Iestyn
b0d0738fb6
P_AddWadFile: Remove useless firstmapname param, clean up map searching code
2018-01-04 20:15:44 +00:00
Alam Ed Arias
f9a0ef517d
Use playersprite_t
2018-01-04 14:49:26 -05:00
Alam Ed Arias
5cce6101cc
Merge branch 'public_next' into private
2018-01-04 14:32:27 -05:00
Alam Ed Arias
82f2f2f2f9
SDL: disable check for noreturn
2018-01-04 14:29:29 -05:00
Alam Ed Arias
30549addf3
Undo signed mess
2018-01-04 14:26:16 -05:00
Monster Iestyn
29d605a104
clarify this comment a little better
2018-01-04 15:17:32 +00:00
Monster Iestyn
6590d97338
clean up CM_LZF code in W_ReadLumpHeaderPwad
2018-01-04 15:14:53 +00:00
Matthew Marsalko
0e14845155
Add triple laser
2018-01-02 11:34:13 -08:00
Matthew Marsalko
82f00215ac
Remove unncessary extra boss frames
2018-01-02 11:33:13 -08:00
Monster Iestyn
8d07e2f8be
Merge branch 'master' into file-loading-cleanup
2018-01-02 18:46:02 +00:00
Monster Iestyn
2e3eade637
Merge branch 'master' into hardcoding-time-again
2018-01-02 18:36:42 +00:00
Alam Ed Arias
75abd428fc
MSVC2015: fixup
2018-01-02 13:22:10 -05:00
Monster Iestyn
61176ee736
Merge branch 'public_next'
...
# Conflicts:
# src/doomdef.h
# src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
# src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
Alam Ed Arias
1ab5273400
Merge branch 'master' into next
2017-12-27 19:34:28 -05:00
Alam Ed Arias
f647989433
MSVC: set SubSystem on DLLs to Windows
2017-12-27 19:32:38 -05:00
Monster Iestyn
d937f6fc8b
Merge branch '2.1.20-preparation' into 'next'
...
2.1.20 preparation
See merge request STJr/SRB2!215
2017-12-27 16:53:43 -05:00
Monster Iestyn
5400beb2e3
Merge branch 'master' into next
2017-12-27 21:51:11 +00:00
Monster Iestyn
afcdb5cd1e
Merge branch 'restartaudio' into 'master'
...
Add command to restart the audio system
Closes #27
See merge request STJr/SRB2!214
2017-12-27 16:47:50 -05:00
Steel Titanium
875446295b
Remove redundant !dedicated check
2017-12-27 16:36:57 -05:00
Alam Ed Arias
f9388eab1b
Merge branch 'master' into next
2017-12-27 15:50:31 -05:00
Monster Iestyn
fa507ee939
Merge branch 'respawnspecials-mobjtype-hotfix' into 'next'
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P_RespawnSpecials mobj type hotfix
See merge request STJr/SRB2!217
2017-12-27 15:47:44 -05:00
Monster Iestyn
a87eec89ff
Merge branch 'airbob-fix-backport' into 'next'
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Airbob fix backport
See merge request STJr/SRB2!219
2017-12-27 15:46:39 -05:00
Steel Titanium
3856165623
Indentation cleanup
2017-12-27 13:18:20 -05:00
Alam Ed Arias
f397b5fc3f
Makefile: disable win_dbg for DirectDraw
2017-12-26 20:42:37 -05:00
Alam Ed Arias
a29203acd8
Disable win_dbg
2017-12-26 20:24:08 -05:00
Alam Ed Arias
e2b604fdfd
TCP: remove BADSOCKET
2017-12-26 19:56:50 -05:00
Monster Iestyn
6886a29e99
Merge branch 'master' into next
2017-12-24 20:06:33 +00:00
toasterbabe
a1620b709e
Fix airbob sectors fucking up when below 0 z-height.
2017-12-20 21:13:24 +00:00
toasterone
ff745531b0
Merge branch 'master' into addfile-netgame-fixes
2017-12-20 20:58:45 +00:00
Monster Iestyn
d576453b56
Command_Addfile: add "too many files" and already-loaded checks and respective error messages
...
No more shall the server be kicked from their own servers for re-adding a wad by accident!
2017-12-18 21:17:37 +00:00
LJSonik
36ce6579b7
Merge branch 'master' into download-freeze-fix
2017-12-18 21:39:16 +01:00
Louis-Antoine
47481804da
Merge branch 'download-freeze-fix' of https://github.com/LJSonik/SRB2 into download-freeze-fix
2017-12-18 21:38:10 +01:00
Louis-Antoine
c8e9e779e7
Add a short comment to explain the newplayernum hack
2017-12-18 21:35:02 +01:00
Alam Ed Arias
57a7a3bed8
Merge branch 'master' into next
2017-12-17 22:22:57 -05:00
LJSonik
084a534f6a
Merge branch 'master' into download-freeze-fix
2017-12-17 22:48:13 +01:00
LJSonik
9c7ff6e0c3
Merge branch 'master' into resynch-fixes
2017-12-17 22:47:23 +01:00
Monster Iestyn
c7cd64583d
Added a bunch of I_Asserts to lua_hooklib.c relating to mobj types just in case
2017-12-17 20:59:24 +00:00
Monster Iestyn
ec10367856
Bail out of P_RespawnSpecials if no mobjinfo entry has a doomednum that matches, and print a warning to the console.
...
This prevents a mobj of NUMMOBJTYPES from being created and potentially crashing the game. Really, this happens only if you start messing with the mapthings of respawning items like rings/weapons/etc in the first place via Lua.
2017-12-17 20:57:45 +00:00
Alam Ed Arias
baf227175b
Merge branch 'master' into next
2017-12-16 18:16:15 -05:00
Alam Arias
703c5322d4
Merge pull request #212 from SteelTitanium/window_center_fix
...
Fix for window being offcenter
2017-12-16 18:15:00 -05:00
Alam Ed Arias
bd86f98822
Merge branch 'master' into next
2017-12-16 16:07:31 -05:00
Louis-Antoine
4ea5d2df01
Merge branch 'net-archive-fix' of https://github.com/LJSonik/SRB2 into net-archive-fix
2017-12-15 22:06:03 +01:00
Louis-Antoine
beb9b0f103
Return for both players and mobjs if they've got an empty table, instead of just mobjs
2017-12-15 22:02:34 +01:00
LJSonik
b994180927
Merge branch 'master' into net-archive-fix
2017-12-15 20:07:44 +01:00
Louis-Antoine
0b836a9841
Fix missing lua_pop in ArchiveExtVars
2017-12-15 16:31:27 +01:00
Monster Iestyn
ac3fef15eb
Rob is now in charge of Mod IDs, change MODID comment in doomdef.h to reflect this
2017-12-13 19:07:02 +00:00
Louis-Antoine
4e89c03b0f
Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à$%@
2017-12-12 23:08:18 +01:00
Louis-Antoine
16b8265c6e
F stands for Fun. You want more Fun, don't you?
2017-12-12 22:48:08 +01:00
toasterbabe
336a26602d
Not strictly pretty, but fixes a bug I discovered whilst working on this.
2017-12-10 14:35:55 +00:00
toasterbabe
ce724a6138
* Make lives pic appear in all gametypes.
...
* Lives position now more consistent between players in splitscreen.
* Ringslinger weapon bar is now at the same height as the lives pic, and also more centered horizontally.
* Begin tweaking emerald icon locations for ringslinger gametypes.
* Remove in-game team names from team gametypes, since this information is (mostly) conveyed by the lives pic.
2017-12-09 23:08:12 +00:00
toasterbabe
3d4adaac09
my mistake
2017-12-09 18:48:25 +00:00
Monster Iestyn
a79d064d15
The contents of DSZ-f16.wad's LUA_A000 Lua script are in now
...
Thing type numbers may be changed later
2017-12-08 18:26:32 +00:00
Monster Iestyn
75bc76e9b4
Remove all traces of "srb2.wad" support, since it is no longer needed now that srb2.pk3 is the IWAD (...IPK3?). srb2.wad cannot exactly be a pk3 file after all.
...
Additionally, rename any remaining "srb2.srb" to "srb2.pk3" in the main source code files. Not sure whether to bother dealing with srb2.srb/srb2.wad mentions in project files for now.
2017-12-07 18:26:12 +00:00
toasterbabe
e63c1d15d8
* Show an emerald token box on the tally screen.
...
* Change the horizontal spacing of the emeralds on the special stage tally screen.
* (unrelated) Fix a reference to srb2.srb instead of the now-correct srb2.pk3.
2017-11-17 23:02:34 +00:00
Monster Iestyn
91097fb48e
added RET_SOC and RET_LUA, so we can load SOC/LUA files differently to WADs
...
this also means we can remove a few ancient hacks relating to using the same code used to load SOC/Lua in WADs for loading standalone Lua/SOC files, though I haven't fully done this yet
2017-11-10 22:36:37 +00:00
Steel Titanium
e61549d81f
Opps, forgot to change this.
2017-11-08 14:50:27 -05:00
Steel Titanium
55c86f3e15
Successful attempt at restarting the music
2017-11-08 14:48:05 -05:00
Monster Iestyn
7cb0138293
Change version number to 2.1.20
2017-11-08 15:06:42 +00:00
Steel
dbbbc1cc06
Merge branch 'master' into window_center_fix
2017-11-08 00:32:23 -05:00
Steel Titanium
c1405137ec
Extra tab space to make the compiler happy
2017-11-07 23:48:03 -05:00
Steel Titanium
4f8b91c770
Attempt to restart music
2017-11-07 16:26:45 -05:00
Louis-Antoine
67aba2648c
Fix download freezes (well, most of them)
2017-11-03 22:58:47 +01:00
Alam Ed Arias
7f4424b4a0
whitespace cleanup
2017-11-02 23:13:34 -04:00
Alam Ed Arias
3e3065f67c
Move FindFolder
2017-11-02 23:09:52 -04:00
toasterbabe
c89b1ec234
Always allow the first singleplayer level in the MP level platter.
2017-11-02 21:20:55 +00:00
toaster
7d15afe6fb
Merge branch 'md2_interpfix' into 'master'
...
(re-)fix MD2 interpoleration.
See merge request STJr/SRB2Internal!128
2017-11-02 16:47:24 -04:00
toaster
82a868ec8f
Merge branch 'lua-sector-find-funcs' into 'master'
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Lua sector find funcs
See merge request STJr/SRB2Internal!127
2017-11-02 16:46:16 -04:00
toaster
b302607c2e
Merge branch 'nights_colours_again' into 'master'
...
More NiGHTS tweaks
See merge request STJr/SRB2Internal!125
2017-11-02 16:45:09 -04:00
toaster
29c3ff1c0e
Merge branch 'demo_shit' into 'master'
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Demo shit
See merge request STJr/SRB2Internal!123
2017-11-02 16:44:13 -04:00
toaster
c84d4261d1
Merge branch 'unca_scrooge' into 'master'
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The hardcoded part of ACZ3 so far
See merge request STJr/SRB2Internal!124
2017-11-02 16:43:11 -04:00
toasterbabe
2a42291b30
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
...
# Conflicts:
# src/d_netcmd.c
2017-11-02 20:39:07 +00:00
toaster
49a1266ccc
Merge branch 'sal-misc-stuff' into 'master'
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Sal misc stuff (state overwriting, gamepad tweaks)
See merge request STJr/SRB2Internal!116
2017-11-02 16:35:12 -04:00
toaster
605e51f6f3
Merge branch 'more_about_menus' into 'master'
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More about menus
Closes #72
See merge request STJr/SRB2Internal!122
2017-11-02 16:31:51 -04:00
toaster
927e74e406
Merge branch 'FileManagement' into 'master'
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File management - PK3 support.
See merge request STJr/SRB2Internal!121
2017-11-02 16:27:54 -04:00
toasterbabe
05832e66a3
Fix unmatched readfixed (by replacing).
2017-11-02 19:38:21 +00:00
toasterbabe
b2d43cc56b
(re-)fix MD2 interpoleration.
2017-11-02 14:33:56 +00:00
Monster Iestyn
2cccb81d7f
Merge branch 'master' into lua-sector-find-funcs
2017-11-01 19:14:44 +00:00
Monster Iestyn
5faf263f1f
Merge branch 'gametype-strings' into 'master'
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Gametype strings
See merge request STJr/SRB2Internal!113
2017-11-01 14:47:45 -04:00
Monster Iestyn
477ee6e073
Merge branch 'lua-action-userdata' into 'master'
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Lua action userdata
See merge request STJr/SRB2Internal!112
2017-11-01 14:45:03 -04:00
Monster Iestyn
b52c843139
Merge branch 'public_next'
2017-11-01 18:39:25 +00:00
Monster Iestyn
d61105fcce
Merge branch 'master' into next
2017-11-01 18:36:48 +00:00
Monster Iestyn
fbe5654477
add quick error messages to make toaster happy
2017-11-01 17:11:10 +00:00
Monster Iestyn
a244948f21
fix action_call index numbers for the args, add missing breaks after LUA_TUSERDATA code in infolib (I am dumb dumb dumb dumb dumb dumb)
2017-11-01 16:52:12 +00:00
Monster Iestyn
42b955f4ca
getActionName: added support for custom actions (A_ prefix functions only)
2017-10-31 16:47:24 +00:00
toasterbabe
811fd5f9bc
* Change the NiGHTS link text colour list. Again.
...
* Make the NiGHTS link text pulse, like in the original game!
* Fix going from NiGHTS special stage as Smiles to a normal level losing your followitem.
2017-10-31 15:47:58 +00:00
toasterbabe
ead8fd6bf7
Update some strings that say "joystick".
2017-10-30 23:23:52 +00:00
toasterbabe
2458c06f5b
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into sal-misc-stuff
...
# Conflicts:
# src/g_game.c
2017-10-30 21:42:38 +00:00
Monster Iestyn
bfca420f47
Merge branch 'master' into gametype-strings
2017-10-30 21:34:16 +00:00
Monster Iestyn
440ada120d
Merge branch 'master' into lua-action-userdata
2017-10-30 21:33:40 +00:00
toasterbabe
4d82a76e5b
Move R_AddSpriteDefs back into place.
2017-10-30 21:07:17 +00:00
toasterbabe
d4e08551bf
* Make P_LoadVertexes a wrapper for P_LoadRawVertexes.
...
* Remove extraenous R_ClearTextureNumCache from P_LoadSidedefs2.
* Remove regressions in comments/#includes.
2017-10-30 20:54:14 +00:00
Monster Iestyn
1d11797b47
Added six new functions from p_spec.c/h to Lua
2017-10-30 20:09:41 +00:00
Monster Iestyn
2b1fb67a5f
DrawMD2i: change duration and tics to INT32, fix up any related code
2017-10-30 19:12:51 +00:00
toasterbabe
3994697fbd
Fix all NiGHTS demo desyncs! (More specifically: compare with d_netcmd.c's order of operations - it's skin change, then g_initnew, then demo start, NOT g_initnew then skin change then demo start!!!!!
2017-10-30 14:20:36 +00:00
toasterbabe
548c120534
Since they give points now, make tokens spawn in record attack (and not add end-of-act tokens/continues).
2017-10-29 13:41:02 +00:00
Steel Titanium
97445f941a
Add command to restart the audio system
2017-10-29 01:09:34 -04:00
Steel Titanium
799a819ee9
Merge remote-tracking branch 'upstream/master' into window_center_fix
2017-10-29 00:00:11 -04:00
Alam Ed Arias
6a639dd717
Merge branch 'master' into md2-interpolation-fix
2017-10-28 18:47:20 -04:00
Alam Ed Arias
d2f922a981
Merge branch 'master' into next
2017-10-28 18:46:10 -04:00
Alam Ed Arias
cf10b55be0
Win32: pragma hell
2017-10-28 18:39:42 -04:00
Alam Ed Arias
3ecc304332
Win32: just ignore format overflows
2017-10-28 18:33:47 -04:00
Alam Ed Arias
0250040a5b
Win32: all fails of DD and try more to stop format-overflow errors
2017-10-28 18:24:07 -04:00
Alam Ed Arias
a4072260db
Win32: try to fix up CD printf code
2017-10-28 18:13:59 -04:00
toasterbabe
efc4d2f81d
* Make multiple ANIMDEFS lumps get loaded.
...
* Refactor the multiple TEXTURES lump code.
2017-10-28 17:12:08 +01:00
Alam Ed Arias
ce40c00b7a
Build: do not error on FALLTHURs
2017-10-27 19:49:55 -04:00
toasterbabe
ee4b891318
Since I'm on the branch: bugfix a thing with introchanged/titlechanged.
2017-10-27 22:08:01 +01:00
toasterbabe
f512b64563
Fix some mistakes when updating the function signature.
2017-10-26 17:30:08 +01:00
toasterbabe
df1e5eb9b7
* Optimise the new static code further.
...
* Update all the other V_DrawCroppedPatch calls to match the new behaviour.
* Fix the OGL version of V_DrawCroppedPatch to match the new behaviour.
(To justify my changes: It's not exposed to Lua, and the function signature was a mess. This way it's easier to mentally map how it would work.)
2017-10-26 16:59:02 +01:00
toasterbabe
b2e89f6832
WOOPS CAN'T UPDATE THE PLAYSIM RANDOM SEED IN A MENU
2017-10-26 11:45:08 +01:00
toasterbabe
4a4ba228df
Per request, remove the "/ * ACTION" stuff
2017-10-25 23:34:20 +01:00
toasterbabe
9a10dfeaee
Replaced the laggy randomised-at-runtime static with sufficiently random low-impact pregenerated static. Requires new patch.dta. https://cdn.discordapp.com/attachments/293238104096112641/372770688890830859/srb20003.gif
2017-10-25 16:40:21 +01:00
toasterbabe
9ffb5c0fb0
Since Mystic complained, moved the right-aligned Rings to a special "Mania" HUD mode.
2017-10-25 11:54:21 +01:00
Monster Iestyn
0cc8fbdb4e
Don't use interpolation code if the frame lasts instantaneously or infinitely
...
Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it
Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
2017-10-24 20:45:55 +01:00
toasterbabe
d1e007ef8d
Change the little green light symbol on the save to indicate modifiedgame.
2017-10-24 00:06:13 +01:00
toasterbabe
65e3cdc1fb
Fix Autobrake/analog not showing up properly in record attack mode.
2017-10-23 23:29:55 +01:00
toasterbabe
3a96c507a2
* Made PK3s fail the music lump check, because... that method of checking doesn't really work with it.
...
* Improve the output of listwad to identify unimportant, non-networked files. https://cdn.discordapp.com/attachments/237467298590490625/371314970002063370/srb20044.png
* Fixed mainwads being one too high due to the removal of rings.dta.
2017-10-21 16:18:28 +01:00
toasterbabe
50d6208913
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-10-21 14:28:44 +01:00
toasterbabe
eea5c9d56a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
...
# Conflicts:
# src/dehacked.c
# src/info.h
# src/p_enemy.c
2017-10-21 12:48:41 +01:00
toasterbabe
49aa6ee339
Tweak to modifications to new level select.
2017-10-18 22:18:43 +01:00
toasterbabe
8372bde91b
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into more_about_menus
2017-10-18 21:02:50 +01:00
toasterbabe
9f46f84132
Disable REDXVI cheat by default.
2017-10-18 21:02:43 +01:00
toasterbabe
77bcb5d502
Slow the flash.
2017-10-18 16:22:18 +01:00
toasterbabe
5c4247dd61
Allow for the combination of NiGHTS and record attack HUD.
2017-10-18 13:58:16 +01:00
toasterbabe
0fe1f9d63b
* "BAD DEMO!!" and "ANALOG" attachments to the input viewer
...
* Minor refactor
2017-10-18 13:22:57 +01:00
toasterbabe
c7b2c43ae5
Record attack input display!
...
https://cdn.discordapp.com/attachments/293238104096112641/369485020038955008/srb20041.gif
2017-10-16 16:25:31 +01:00
toasterbabe
04160f0081
Fixed the smilestails/any other followmobj not spawning at leveltime 0 in a fresh record attack boot!
2017-10-15 13:51:20 +01:00
toasterbabe
a4f10a4b96
Fixed replays of skins whose realnames differed from their normal names from not being readable (by fixing the writing).
2017-10-15 12:35:49 +01:00
TehRealSalt
f0b938eb98
Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
...
# Conflicts:
# src/p_saveg.c
2017-10-14 16:20:56 -04:00
TehRealSalt
8a676d8aa4
Added movebob removed viewheight
...
"movebob" lets you determine the strength of movement bobbing (does not
affect landing delta, that's technically not movement bobbing :p),
values range from 0.0 to 4.0. viewheight is now relative to
player->height.
2017-10-14 16:11:08 -04:00
Monster Iestyn
3e595b8f1b
Merge branch 'master' into ports-chopping-block
2017-10-14 20:47:04 +01:00
toasterbabe
8e389382ed
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
...
# Conflicts:
# src/p_user.c
2017-10-14 19:12:15 +01:00
toasterbabe
1ba9d1fe6e
* Rudimentary (set everything every state or DIE) support for ghost followmobjs.
...
* Rename GZT_SPRITE to GZT_FRAME, since otherwise it's easy to confuse with EZT_SPRITE (which does something completely different).
* Fix issue where ghosts were facing wrong direction on spawn.
* Other minor refactorings.
* ...also, made smiles' tails pop up instead of down when skidding
2017-10-14 17:50:14 +01:00
toasterbabe
31dff22202
Fixed followmobj not getting deleted when removing mobjs. Why did I do it in this branch? I've got lots related to followmobjs to do here for demo purposes, so...
2017-10-12 13:15:24 +01:00
Alam Ed Arias
1918e256f1
use the right bitmask
2017-10-11 17:12:41 -04:00
Alam Ed Arias
e927008711
signed stuff before using abs()
2017-10-11 17:05:35 -04:00
Alam Ed Arias
cdde7ea8e5
not equal, NOT statement
2017-10-11 16:58:45 -04:00
Monster Iestyn
7ebaa58997
Removed makefile options that existed only for the removed ports
2017-10-11 19:11:35 +01:00
toasterbabe
f75d56f932
Beginner support for followitem. Doesn't handle it for ghosts; need to do that independently.
2017-10-11 17:45:32 +01:00
toasterbabe
8871b08007
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
...
# Conflicts:
# src/p_user.c
2017-10-11 17:44:48 +01:00
toaster
e298e35ada
Merge branch 'smiling_on_the_inside' into 'master'
...
Smiles! (and some tweaks to Super)
See merge request !119
2017-10-11 10:40:11 -04:00
toasterbabe
7fcef5d44d
Huh, that's what was going on with the black magyks. Silly me!
2017-10-10 21:24:24 +01:00
toasterbabe
728a195e54
Fix NiGHTS desync message... by obliterating all its special casing.
2017-10-10 19:30:32 +01:00
toasterbabe
8217900c0d
* Make replays take analog mode, flipcam, directionchar and autobrake settings into account.
...
* Fix replays for the current state of internal, irrespective of that previous thing.
* Fix replay ghosts for everything.
* Known issues; NiGHTS still prints an error message about desyncing on map start, but plays back fine. Curious.
2017-10-10 17:56:38 +01:00
Wolfy
2fff5e9f6d
Fix empty WAD files printing the wrong sprite count.
2017-10-10 01:41:28 -05:00
Wolfy
ec9d47cb34
Use the new sprite system
2017-10-09 14:24:04 -05:00
Alam Ed Arias
79879bbd7b
Need to handle that FindFolder() does not fill musPos
2017-10-07 19:10:29 -04:00
Alam Ed Arias
021417500e
Do not use Win32's TRUE/FALSE is OS independent code
2017-10-07 19:08:29 -04:00
wolfy852
b298c7a541
Fix p_spec.c and r_things.h, get the compiler to shut up
...
This compiles with no errors or warnings, but hasn't been tested yet. Please review/test when you can.
2017-10-07 17:18:25 -05:00
Monster Iestyn
38c109ddd2
filtered out the FILTERS makefile option
2017-10-07 21:31:24 +01:00
wolfy852
93584f6811
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into FileManagement
2017-10-07 14:52:40 -05:00
wolfy852
a3cfa8dd5c
Fixes from toaster, plus some other stuff
2017-10-07 14:52:27 -05:00
wolfy852
69d0e84b00
Merge branch 'FileManagement' of http://git.magicalgirl.moe/STJr/SRB2Internal into FileManagement
2017-10-07 14:48:56 -05:00
wolfy852
efb30f93ab
Fixes from toaster, plus some other things
2017-10-07 14:48:49 -05:00
Monster Iestyn
b2bd073677
Slaughtered SDL 1.2 code
2017-10-07 18:32:50 +01:00
Alam Ed Arias
66201620dd
cleanup a few compiler warnings
2017-10-07 13:21:12 -04:00
Monster Iestyn
52620ac9b1
Obliterated OS/2
2017-10-07 18:11:14 +01:00
Alam Ed Arias
c60caa5169
Merge branch 'public_next' into master
2017-10-07 12:46:16 -04:00
Alam Ed Arias
96c014deeb
Merge branch 'master' into next
2017-10-07 12:44:28 -04:00
toasterbabe
e478fa830e
Remove the MF2_DONTDRAW set - this is effectively already handled by MF2_LINKDRAW.
2017-10-07 14:45:37 +01:00
toasterbabe
1e4395036d
* Make S_PLAY_RIDE tail animation not go exceedingly fast due to forced state setting.
...
* Make tail appear at different angle when falling whilst walking.
* Remove irrelevant comment.
2017-10-07 14:35:34 +01:00
toasterbabe
b2612b08c9
Dispoffset adjustment.
2017-10-06 12:26:55 +01:00
toasterbabe
87fc24ccbb
Fancy super transformation changes! About to go out for dinner, so no major writeup,but let's just say all this changed code means that the transformation animation is smoother in colour change.
2017-10-04 17:45:03 +01:00
toasterbabe
40ef1335a1
* Smiles hardcode!
...
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
2017-10-03 18:18:18 +01:00
toasterbabe
9fa00533b2
Incorporate linkdraw and ghosts into followmobj.
2017-10-02 16:01:10 +01:00
toasterbabe
844416855f
Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo!
2017-10-02 14:08:58 +01:00
Alam Ed Arias
1b576bacf3
Build: support GCC 8
2017-09-30 23:07:47 -04:00
TehRealSalt
f31cdf395a
Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
...
# Conflicts:
# src/p_user.c
2017-09-30 22:29:16 -04:00
Monster Iestyn
d38873854d
Now that MiniGL is gone, the 1.2 Params macros will always be defined
...
ATI_RAGE_PRO_COMPATIBILITY isn't used, and was disabled in r_minigl.c (the only other file that mentioned it) anyway. So let's get rid of support for it!
2017-09-30 17:09:45 +01:00
Monster Iestyn
20709f55b5
Murdered MiniGL (yes it's not a port, but we don't need it anymore anyway)
2017-09-30 17:00:37 +01:00
toasterbabe
8ffec89207
* Fix music not being properly restored when toggling music on/off ingame.
...
* Fix non-centiseconds rings position.
2017-09-30 15:28:38 +01:00
Alam Ed Arias
6fbdf37b18
Build: support building with clang 5.0
2017-09-30 08:54:17 -04:00
Monster Iestyn
c448027312
remove this one leftover from the DC port I missed earlier
2017-09-29 23:30:27 +01:00
Monster Iestyn
302d0425e0
Incinerated WinCE
2017-09-29 23:25:34 +01:00
Monster Iestyn
be13f10626
ended NDS
2017-09-29 22:48:14 +01:00
Monster Iestyn
23d28e6b8c
Gutted the GP2X
2017-09-29 22:27:08 +01:00
Monster Iestyn
89619761f3
Remove FAKEDC and FAKEPSP options from Makefile
2017-09-29 21:04:46 +01:00
Monster Iestyn
7481ffef2a
Wiped out Wii (and Wii Linux)
2017-09-29 21:03:28 +01:00
Monster Iestyn
41ae71db4a
postponed PSP
2017-09-29 20:34:16 +01:00
Monster Iestyn
9c6e739005
PS3 was deposed
2017-09-29 20:12:57 +01:00
Monster Iestyn
49542cdaa1
Remove XBOXSTATIC and FILESTAMP, since only the XBOX port needed them
2017-09-29 19:46:23 +01:00
Monster Iestyn
5a16c39af0
XBOX was eXecuted
2017-09-29 19:27:17 +01:00
Monster Iestyn
330399ea9b
Dreamcast is gone, so there is no need for KOS_GL_COMPATIBILITY anymore
2017-09-29 18:28:47 +01:00
Monster Iestyn
f4e535a64d
Burned Dreamcast port at the stake
2017-09-29 18:19:34 +01:00
Monster Iestyn
de4ea022c0
Merge branch 'public_next'
2017-09-29 17:23:47 +01:00
Monster Iestyn
ea372fae53
Merge branch 'master' into next
2017-09-29 17:15:57 +01:00
Alam Ed Arias
f0eee4737f
Menu: no more pop/push options
2017-09-28 17:45:27 -04:00
Alam Ed Arias
3e26e2a443
Menu: Compile M_DrawAddons without any optimizes
2017-09-28 17:38:14 -04:00
Monster Iestyn
c90ddbca36
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
...
Makefile ports tweaks cleanup etc
See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
2629301947
Merge branch 'public_next' into master
2017-09-28 17:29:02 -04:00
toasterbabe
d38b627b85
woops
2017-09-28 22:20:16 +01:00
Alam Ed Arias
6c18d15b4a
Merge branch 'master' into next
2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1
Build: fixup warnings in Debug builds
2017-09-28 16:54:26 -04:00
toasterbabe
9446fe6cd6
Tweak some HUD stuff, including a more consistent application of MAXSCORE.
2017-09-28 20:24:40 +01:00
Alam Ed Arias
1be137f461
cleanup
2017-09-28 11:10:24 -04:00
Alam Ed Arias
5986720789
Build: fixups
2017-09-28 11:01:52 -04:00
Alam Ed Arias
f1a347e55f
Merge branch 'public_next' into master
2017-09-28 11:01:20 -04:00
Alam Ed Arias
ec125628ab
Merge branch 'master' into next
2017-09-28 10:16:35 -04:00
Alam Ed Arias
7f98c5c804
Build: do not error on fallthrough
2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d
Build: kill GCC 7's format-overflow warnings
2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a
Makefile: add support for GCC 7.1 and 7.2
2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f
Makefile: support GCC 6.4
2017-09-28 09:04:36 -04:00
toasterbabe
f0ce22edb6
Fix issue #72 (where closed captioning jingles didn't account for pausing).
2017-09-27 15:37:52 +01:00
toasterbabe
7fb2e6633e
Fix a crash.
2017-09-27 14:43:18 +01:00
toasterbabe
295b100df4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into more_about_menus
...
# Conflicts:
# src/m_menu.c
2017-09-27 14:43:09 +01:00
TehRealSalt
fcc1554467
Play bubble breathe sound for bots
2017-09-24 13:43:36 -04:00
Nevur
77d7b1495c
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-09-24 14:52:41 +02:00
TehRealSalt
09c3c58575
Obligatory "fixing a very tiny and very stupid mistake" commit :p
2017-09-21 17:38:42 -04:00
TehRealSalt
6b448f72ee
A_GhostMe lets you change fuse with var1, fixed the walking-spin frames bug For Real This Time
2017-09-21 17:34:53 -04:00
TehRealSalt
d55f84bec0
Camera scaling to splitscreen mode
...
Stacks with analog's camera buff. The camera height of both are also now
proportional with their dist
2017-09-21 16:43:55 -04:00
Alam Ed Arias
62264901e5
Merge branch 'master' into next
2017-09-20 17:18:58 -04:00
TehRealSalt
cfce6650ca
Fix holding spin while landing putting you in your walking state, remove commented out stuff
2017-09-20 16:53:05 -04:00
TehRealSalt
7c7bf243a2
Okay, nope, still nothing; reverting
2017-09-20 16:20:30 -04:00
TehRealSalt
4e7b817945
Does THIS fix the conflicts??
2017-09-20 16:14:00 -04:00
Monster Iestyn
829328637d
Merge branch 'netcode-fixes-the-sequel' into 'next'
...
Netcode fixes the sequel
See merge request !207
2017-09-20 15:00:09 -04:00
TehRealSalt
6a0f50cdf5
Resolve conflicts
2017-09-19 17:27:13 -04:00
TehRealSalt
4a51d4bee0
Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
...
# Conflicts:
# src/g_game.h
2017-09-19 17:07:09 -04:00
toasterbabe
ca42659e03
Made a mistake in the directionchar branch. I'm pushing to master - naughty naughty - but nobody's around to stop me and it's my birthday c:
2017-09-19 14:22:17 +01:00
toasterbabe
48c0ef2362
Remove extraneous DEH_WriteUndoline's.
2017-09-19 13:21:48 +01:00
toaster
3cc14e3985
Merge branch 'directionchar' into 'master'
...
Autobrake & decoupling player sprite angle from camera angle
See merge request !69
2017-09-19 07:56:22 -04:00
toaster
ecfeb7b0af
Merge branch 'spr2fixes' into 'master'
...
Sprite2 MD2s and customisable defaulting
See merge request !115
2017-09-19 07:49:04 -04:00
toaster
6d03c50966
Merge branch 'continue_startinglives' into 'master'
...
Save cards and continue startinglives-balancing
See merge request !114
2017-09-19 07:45:35 -04:00
toaster
b805380294
Merge branch 'titlemap' into 'master'
...
Titlemap
See merge request !97
2017-09-19 07:44:00 -04:00
toaster
c389328789
Merge branch 'mi-misc-whatever' into 'master'
...
MI misc whatever
See merge request !111
2017-09-19 07:40:29 -04:00
TehRealSalt
da82a6bb56
Replaced instances of "joystick" with "gamepad" in menus
2017-09-19 00:33:53 -04:00
TehRealSalt
d1e379f4f9
Whoops, forgot P2
2017-09-19 00:30:08 -04:00
TehRealSalt
e020352c0c
Fixed diagonal analog input being weakened
...
Using a keyboard and an analog stick should now give you similar
acceleration in all directions.
2017-09-19 00:26:05 -04:00
toasterbabe
5bd71970ad
Make chat visible in the evaluation gamestate.
2017-09-18 21:38:51 +01:00
Monster Iestyn
7f875131ee
If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
...
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
toasterbabe
918edda672
* Make exitlevel only work if someone's at the exit or you've visited the next map before.
...
* Added a message to suggest changing cheats before release to a future self.
* Removed the gametype selection menu, and baked its contents into the level platter instead (with an additional dose of pretty - https://cdn.discordapp.com/attachments/293238104096112641/359338275338584064/unknown.png )
2017-09-18 15:04:38 +01:00
TehRealSalt
ce0a49ede5
Add jump & spin joystick axis
...
Lets you set jump/spin to Xbox controller triggers, like you can with
fire/nfire
2017-09-17 22:30:48 -04:00
TehRealSalt
5cc8734da7
Prevent bots from killing bubbles
...
Self-explanatory. They can still breathe them in, they just no longer
get popped
2017-09-17 21:37:36 -04:00
toasterbabe
970268ec38
Redid that ridiculous lastcoop thing as an MV_MP thing, which also means it gets properly cleared when you load mods with new save data.
2017-09-17 22:05:13 +01:00
toasterbabe
8fd5bb6342
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
2017-09-17 17:16:02 +01:00
toasterbabe
148f2cc607
* Updated the circumstances under which autobrake is applied.
...
* Made drawangle updated when jumping off a wall as Knuckles.
2017-09-17 17:09:26 +01:00
toasterbabe
b217e9eb92
* Made levels with TOL_COOP inaccessible from the multiplayer map select unless you'd visited them in singleplayer (mapvisited, saves to gamedata) or visited a Co-op level number equal to/after it (multiplayer, doesn't save to gamedata)
...
* Tweaked Pandora's box to add:
- A mid-game link to the Addons menu.
- A button to give everyone SF_SUPER (except Tails in non-devmode executables).
2017-09-17 16:49:39 +01:00
toasterbabe
d44a36c8fe
* Make autobrake scaled to low-friction surfaces.
...
* Make rope hangs change how they handle the player's angle a little more organically.
2017-09-17 12:10:33 +01:00
toasterbabe
725e015a19
Fix the bracketing on the autobrake calculation.
2017-09-16 22:49:18 +01:00
Monster Iestyn
b040113246
Removed the wrong endif by mistake
2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
...
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
toasterbabe
f90d595332
* cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
...
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
Monster Iestyn
dcb23e01c0
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
2017-09-15 21:22:28 +01:00
Sryder13
f3a605de6b
I need to stop leaving things commented out that are going
2017-09-15 18:03:06 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269
Removed references to console ports and WinCE in sdl/Makefile.cfg
2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba
Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
...
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
...
This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770
Fix for window being offcenter
2017-09-11 16:36:30 -04:00
TehRealSalt
8b53295a74
Remove instances of player state changes being done every tic
...
Makes it easier to change player state with Lua. Wasn't sure how to
tackle changing this for S_PLAY_CLIMB or S_PLAY_CLING, so I left them;
it's a minor ability-specific case anyway
2017-09-09 19:02:11 -04:00
toasterbabe
3c785cbe94
* Add Skid SPR2/state in preperation for directionchar.
...
* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
Monster Iestyn
8514251ad5
fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files
2017-09-09 21:19:07 +01:00
Sryder13
db99537a6b
Various Transparent Texture Fixes
...
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Sryder13
6877930ed9
Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly
2017-09-08 00:57:21 +01:00
Nevur
f61755dd67
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-09-04 22:32:38 +02:00
Nevur
4aed951bd8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
...
# Conflicts:
# src/r_things.h
# src/w_wad.h
2017-09-04 22:32:11 +02:00
Monster Iestyn
d65e23f3ec
Merge branch 'public_next'
2017-09-04 20:19:47 +01:00
Monster Iestyn
d565cc6a2c
Merge branch 'master' into next
2017-09-04 20:16:06 +01:00
Nevur
b087c16eb1
Merge branch 'toastfixes' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
...
# Conflicts:
# src/p_setup.c
# src/p_spec.c
2017-09-04 21:13:29 +02:00
Monster Iestyn
50917d2ee2
P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly.
2017-08-30 19:21:23 +01:00
toasterbabe
d6701edcb6
Don't allow creating a new save when it wouldn't end up making a save file (ie, modified game without savemoddata).
2017-08-27 18:47:24 +01:00
toasterbabe
79dab78fd3
* Support FF_SPR2ENDSTATE in interpoleration.
...
* Fix skidding interpoleration bug.
2017-08-27 16:35:19 +01:00
toasterbabe
973f700dcf
* Make the model->spr2frames dynamically allocated. (There's only two settings - on and off - but that's better than it perpetually being on...)
...
* Fix up defaulting for DEAD to go to PAIN.
2017-08-27 14:56:07 +01:00
toasterbabe
76300026f8
* Added support for sprite2s to MD2s!
...
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
2017-08-26 18:56:23 +01:00
toasterbabe
4da6169892
Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
...
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
toasterbabe
3e2be5e47a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into continue_startinglives
2017-08-25 13:50:50 +01:00
toasterbabe
9641196374
* Fixed bug with wide blank select pic being used instead of the normal one.
...
* Added length cap to savegame's zone name.
* Refactor to level select's zone name length cap code.
2017-08-25 00:40:45 +01:00
toasterbabe
16395f4dd2
Final corrections. Branch should be ready to merge now.
2017-08-24 21:29:29 +01:00
toasterbabe
00c62e6d88
* Removed unused info from struct as part of clean up.
...
* Made botskin being invalid make the entire save invalid.
2017-08-23 22:05:11 +01:00
Monster Iestyn
9c4e2eeeef
Merge branch 'next' into netcode-fixes-the-sequel
2017-08-23 19:17:25 +01:00
toasterbabe
a81c3ca115
Update V_DrawCroppedPatch to match V_DrawFixedPatch's fixes.
2017-08-23 17:41:16 +01:00
yellowtd
519414b215
Merge branch 'master' into titlemap
2017-08-22 19:07:32 -04:00
toasterbabe
673fbc3ec2
* Make the delete save message include the save number.
...
* Update/improve ultimate mode interaction experience a little. https://cdn.discordapp.com/attachments/293238104096112641/349685399200727041/srb20027.png
2017-08-22 23:47:25 +01:00
Monster Iestyn
36977a5eda
SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
...
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
toasterbabe
1e71b6d746
woops lmao
2017-08-22 21:12:02 +01:00
toasterbabe
8d78d32d64
* Fix an issue where valid savefiles would be hidden because there were at least three unused slots between that and the last visible save. In the process, made sure there were at least three slots visible at all times, but never show extras not needed to show all the saves.
...
* Optimisations in a bunch of places, including to static
* Fix some visual errors with text and patches near the edges of the screen in non-standard resolutions.
2017-08-22 21:02:33 +01:00
Monster Iestyn
821a1810f7
Moved lrounding of mouse motion events to the actual point an event is made
...
Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
toasterbabe
6e7605e4f3
* Add new graphics for the no save and ultimate slots, and make the invalid files look a little different.
...
* Push big endsign images downwards.
* Add a way to disable the ultimate slot.
* BwehHehHe()
2017-08-21 16:02:13 +01:00
toasterbabe
706eb5efeb
* New, pretty save select! Requires patch.dta to really appreciate.
...
* Changed the save format a little more, since I had free reign over it.
* Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
2017-08-20 23:18:47 +01:00
toasterbabe
42211f02b4
* Per Mystic's request, only set the number of lives in the save file if you actually use a continue, or completely wipe out your lives and continues.
...
* Fix a bug where I got emeralds and mapnumbers mixed up when checking for the "there's a tailsbot" flag.
* Consider a save with an invalid skin an invalid save, rather than allowing its continued presence.
2017-08-20 13:14:17 +01:00
Monster Iestyn
10cbe2c82b
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
...
Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558
Merge all (relative) mouse motion events into one mouse event
...
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Monster Iestyn
d4141ae230
Remove unused floorinfo_t struct and some unused vars in the hardware code
2017-08-19 18:51:56 +01:00
Monster Iestyn
9805b82fec
Disable "connect self" due to being broken, cleaned up ip+port part
...
Anyone know if "connect any" work at all? Would have disabled that too but apparently the game uses it if "-connect" is given with no params
2017-08-18 18:14:03 +01:00
Monster Iestyn
030c437186
Merge branch 'master' into mi-misc-whatever
2017-08-18 17:00:05 +01:00
toasterbabe
fd63db0aaf
Starting lives revamp, per the 2.2 priorities topic list!
...
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).
Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
2017-08-18 00:58:16 +01:00
toasterbabe
2e6c09a636
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
...
# Conflicts:
# src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
9703aa2864
Feed skin and sprite2 through P_GetSkinSprite2 to change sprite2 if necessary (if for instance the supplied sprite2 didn't actually exist)
2017-08-16 21:00:18 +01:00
Monster Iestyn
c9acc3cee4
Merge branch 'master' into lua-spritedefs
2017-08-16 20:13:26 +01:00
Monster Iestyn
3795a15164
Merge branch 'public_next'
2017-08-16 20:11:33 +01:00
Monster Iestyn
9f726bc66d
Merge branch 'new_coop' into 'master'
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New Co-op
See merge request !104
2017-08-16 15:01:39 -04:00
Monster Iestyn
75d363527b
Merge branch 'toastfixes' into 'master'
...
An assortment of relatively minor bugfixes and behaviour tweaks
See merge request !110
2017-08-16 14:58:30 -04:00
toasterbabe
f6670fea76
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
...
# Conflicts:
# src/r_things.h
2017-08-16 19:29:23 +01:00
toasterbabe
6d3691d3d1
woops, compile fix
2017-08-15 22:40:19 +01:00
toasterbabe
06dc30ea54
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
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# Conflicts:
# src/dehacked.c
2017-08-14 21:34:37 +01:00
toasterbabe
6e79de3de8
Patched an out-of-bounds crash with papersprites in the least resource-intensive way I could find (xiscale not fitting perfectly into frac). This will have to do until papersprites get a make-over at some point.
2017-08-11 16:00:45 +01:00
Nevur
4f8d53b329
Got rid of functions I added once but turned out to be unnecessary.
2017-08-11 15:46:46 +02:00
toasterbabe
a00deee209
* Combine all shield-giving functions into a single one, since they were practically identical anyways.
...
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe
709a43d3be
Fix that thing where you-know-who didn't have a lives icon.
2017-08-09 22:51:29 +01:00
toasterbabe
8175e0836e
Remove all trace of harddefs, considering we use an ANIMDEFS lump in srb2.srb now.
2017-08-09 22:09:06 +01:00
toasterbabe
1cab08e39f
* Add SH_PROTECTSPIKE as a shield flag, because I kinda wanted to when I originally made shields, and SUBARASHII's cactus shield vindicated my desires.
...
* Tweaked the values of the shield constants slightly so that no base-game shield is made up of flags and only flags.
2017-08-09 20:56:31 +01:00
toasterbabe
a3767fedac
Clean out code/update comments relating to TEXTUREn, TEXTURE (SOC), PNAMES, and ANIMATED.
2017-08-08 22:03:37 +01:00
Yukita Mayako
720987367a
Prevent cvar naming conflicts from pointing Lua to the wrong internal data.
2017-08-08 14:27:02 -05:00
toasterbabe
a61be91523
Add a new feature to MT_PARTICLEGEN, per Sphere's request - if you give the parameters line a backside, then the backside x offset controls the number of tics between particle spawn. (By default, it's 3.)
2017-08-08 18:22:44 +01:00
toasterbabe
1d11a14f64
Getting polyobject flats to the equivalent functionality BEFORE I changed up how floor offsets worked. (Doesn't touch OGL, since they work perfectly there.)
2017-08-08 15:32:12 +01:00
Nevur
8b64a6eef3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-08-08 10:41:33 +02:00
Nevur
bb3365a904
We use srb2.pk3 instead.
2017-08-08 10:39:25 +02:00
Monster Iestyn
2d661fef18
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
...
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0
SDL: y input is flipped
2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f
Merge remote-tracking branch 'origin/master' into SDL2_RelMouse
2017-08-07 16:33:39 -04:00
toasterbabe
780f9b1645
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
...
# Conflicts:
# src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
Monster Iestyn
42ed41aeb1
Merge branch 'maces_but_better' into 'master'
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Maces but better
See merge request !103
2017-08-07 15:27:05 -04:00
Monster Iestyn
f3b7d2f89e
Merge branch 'opengl-improvements' into 'master'
...
OpenGL improvements
See merge request !99
2017-08-07 15:06:16 -04:00
toasterbabe
2e1b81b5da
Woops, silly find and replace
2017-08-07 19:23:48 +01:00
Monster Iestyn
15db571757
Merge branch 'master' into opengl-improvements
2017-08-07 19:06:49 +01:00
toasterbabe
d135f64464
Crash prevention
2017-08-07 18:58:41 +01:00
TehRealSalt
a813506b8f
Clean whitespace
2017-08-06 23:47:39 -04:00
Monster Iestyn
a0204c6722
Made P_SpecialStageDamage for the lose 10 rings damaging code shared by spikeballs and SS damage sector special
2017-08-06 22:10:29 +01:00
TehRealSalt
042729bd8f
AA i'm forgetting everything today
2017-08-06 17:09:25 -04:00
TehRealSalt
5c1aaf3906
Guess who forgot to press "Save All Files" in Notepad++ ^^;
2017-08-06 17:07:23 -04:00
TehRealSalt
a5ca158622
LF_SAVEGAME flag instead of savemode
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Also always save on file creation
2017-08-06 16:36:55 -04:00
Monster Iestyn
34908c9b29
Re-order P_RemoveShield's first/second layer shield code
2017-08-06 18:57:02 +01:00
TehRealSalt
e24b8b917a
Merge remote-tracking branch 'refs/remotes/origin/master' into save-mode
2017-08-06 01:19:33 -04:00
toasterbabe
b51e80ef88
Make timer reset work in LF_NORELOAD as well.
2017-08-05 22:13:35 +01:00
toasterbabe
0a1e055ba1
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
...
# Conflicts:
# src/m_menu.c
2017-08-05 22:13:14 +01:00
Monster Iestyn
0ac63c0949
Merge branch 'lua-lump-load-only' into 'master'
...
Lua lump load only
This branch prevents the following Lua functions from being used within hooks or coroutines, to prevent netgame desync problems or any other similar oddities when using these weirdly:
* `freeslot()`
* `addHook()`
* `hud.add()`
* `COM_AddCommand()`
* `CV_RegisterVar()`
All of the above should only be called when the Lua script is being loaded (i.e. it takes place the same instant a ".lua" file or a WAD file with a "LUA_" lump is being loaded)
To put it another way:
```
//This is valid usage:
freeslot("MT_TEST")
//This is NOT valid usage
addHook("MobjSpawn", function() freeslot("MT_TEST2") end, MT_PLAYER)
```
See *Monster Iestyn/Lua lump load only* on the FTP for an exe and test script.
See merge request !87
2017-08-05 16:36:05 -04:00
Monster Iestyn
15a1112218
Merge branch 'master' into opengl-improvements
2017-08-05 21:08:48 +01:00
Monster Iestyn
2e2b71da92
Merge branch 'addfile_menu' into 'master'
...
Add-ons menu
Does what it says on the tin! Very pretty. Would like help testing in filesystems that are not Windows, although I've recieved assurances from Sryder that since it's based on the same filesrch code, it should work cross-platform. Just want to confirm it works, though.
Also, M_* is whitelisted lumpname too.
root/!LatestSRB2Files/srb2win_branch_addfile.exe, requires new patch.dta.
See merge request !92
2017-08-05 16:05:12 -04:00
Monster Iestyn
c10c3d0441
Merge branch 'alignment_v2' into 'master'
...
Consistent flat alignment
Does what it says on the tin. Consistent between the three different plane drawers:
* Software flat (previously the only one working as intended)
* Software sloped (took a lot of work)
* OpenGL flat and sloped (worked reasonably well but used different signs for some reason)
Check out root/!LatestSRB2Files/srb2win_branch_flat2.exe, root/toaster/flatalignment.wad and any in-dev DSZ1 to test it all out.
See merge request !78
2017-08-05 16:04:41 -04:00
Monster Iestyn
102d30fe8d
Merge branch 'nights_emblems' into 'master'
...
NiGHTS Paraloop-special emblems
Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.
See merge request !94
2017-08-05 16:03:33 -04:00
toasterbabe
e2a9d47ef6
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-08-05 12:28:31 +01:00
toasterbabe
8fcb66b3fa
Allow for new coop leveltime reloading
2017-08-05 12:26:05 +01:00
Monster Iestyn
c6be44d0da
Merge branch 'linkdraw_reliability' into 'master'
...
MF2_LINKDRAW reliability improvements
Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly. Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.
Test with ```<root>/!LatestSRB2Files/srb2win_branch_linkdraw.exe``` and ```<root>/toaster/smiles.wad```.
See merge request !101
2017-08-04 17:26:31 -04:00
Monster Iestyn
157c5625d7
Welp, that space removal was my fault
2017-08-04 22:22:20 +01:00
Monster Iestyn
0270e50ce5
Split off mostly map-specific code into a "CanSaveLevel" function, just to make things a bit less cluttered
2017-08-04 20:43:00 +01:00
Monster Iestyn
3fd9e9be3a
Merge branch 'wallspike_tweaks' into 'master'
...
Wallspike tweaks
Sorry, MI. You told me to test the objects via objectplace, and they worked fine there - but @FuriousFox had some [issues](http://i.imgur.com/DQuLYzz.png ) when he finally got to place them via mapthing.
Specifically, I think the problem this was caused by was a straight up copypaste of the "height" attribute of MT_SPIKE into the "radius" field of MT_WALLSPIKE, when it should technically be half that to match the intended collision box. Some other stuff also got adjusted to match when I solved this.
FF's happy now - they work well enough to place, even if their [collision is a little wonky](http://i.imgur.com/o2rG0tV.gifv ), but that's an MF_PAPERCOLLISION issue and more than a quick fix to be done in an evening.
Nab ```<root>/!LatestSRB2Files/srb2win_branch_spikefix.exe``` to test.
UPDATE:
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent, fixing FF's gif as posted above/below.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
* Wallspikes are now bustable.
* Invert the solidity mapthing flag for spikes and wallspikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages.
* (unrelated) Make gas jets not make noise if they have the ambush flag, per Sphere's request.
See merge request !107
2017-08-04 14:28:44 -04:00
TehRealSalt
2d9a024c4a
Commenting out lastmapsaved
2017-08-04 13:57:47 -04:00
TehRealSalt
9d17466d99
Added lastmaploaded to replace the lastmapsaved check
...
This allows saving in special cases where you can go to a map that
doesn't save, and then back to the map you saved on (see: SUBARASHII
special stages), while still preventing you from killing your lives by
repeatedly retrying in said map.
Kept lastmapsaved just in case. Can be removed if deemed unnecessary.
2017-08-03 20:27:31 -04:00
toasterbabe
e21ae8de7d
* Updated NiGHTS skincolor list on Rob's request.
...
* Unrelated: fixed a bug where FF_ANIMATE stuff tried to access rain's skin.
2017-08-03 00:01:12 +01:00
toasterbabe
cca779e4a0
* Updated Supercyan constants/names to Supersky, considering the base skincolour Cyan was renamed Sky (and a new Cyan was made independently of that).
...
* Swapped the names of Cloudy and Silver so that Silver meant the shinier option.
2017-08-02 13:11:21 +01:00
toasterbabe
021e7ed1f0
Okay, actually fixed. Thanks, MI, for understanding the maths a little better than I :p
2017-07-30 17:45:27 +01:00
toasterbabe
1e1d191a75
Make it so you can't even STAND on spikes if you're flashing and moving away from them.
2017-07-30 16:52:39 +01:00
TehRealSalt
0b05b10bdb
Merge remote-tracking branch 'refs/remotes/origin/master' into save-mode
2017-07-30 11:13:52 -04:00
toasterbabe
1180f0418e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-26 17:52:34 +01:00
toasterbabe
be5184a8cc
...fixed some weirdness with spinning I accidentially introduced in an attempt to fix it.
2017-07-26 16:34:33 +01:00
toasterbabe
672bcc349c
* Hide the number of lives you can steal if game-overed. It's not directly relevant unless you're game overed.
...
* Fix an issue where everyone being game overed except for one person, and then kicking that one person, meant the game over trigger was never met.
* Fix an issue where the spectator text could be overridden with a count of the number of remaining players to complete the level.
* Fixed a few glitches with spinning. (Unrelated to the branch, but exposed through new_coop testing.)
2017-07-26 16:10:08 +01:00
toasterbabe
2bdf432703
Allow for the previous defaulting system to continue working.
2017-07-26 13:50:49 +01:00
Monster Iestyn
07c260a83e
Merge branch 'master' into opengl-improvements
2017-07-25 19:11:16 +01:00
Monster Iestyn
15bd6b980d
Merge branch 'master' into lua-action-userdata
2017-07-25 19:10:56 +01:00
Monster Iestyn
025891d2aa
Merge branch 'master' into gametype-strings
2017-07-25 19:10:38 +01:00
toasterbabe
3186d6a4e4
* An improved Multiplayer menu.
...
* If NONET, the Multiplayer option on the main menu leads directly to the Splitscreen menu, which also includes player 1/2 setup under this circumstance.
* A mechanism to save player name, skin and colour as defaults to config.cfg.
2017-07-25 18:34:13 +01:00
Monster Iestyn
3948ab6da5
Merge branch 'master' into lua-lump-load-only
2017-07-25 17:18:07 +01:00
Monster Iestyn
472d962e1a
Merge branch 'master' into lua-spritedefs
2017-07-25 17:17:48 +01:00
Monster Iestyn
cfbe180312
Merge branch 'public_next'
2017-07-25 17:17:22 +01:00
Monster Iestyn
821692fbf7
This was my fault, whoops
2017-07-24 17:53:18 +01:00
toasterbabe
634c560e99
* Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png
...
* Now that Cyan is back, swap out the substitute Teal in the emblems for it.
* P_GetMobjSprite2 is now P_GetSkinSprite2.
* Correct "Siler".
2017-07-23 17:49:19 +01:00
toasterbabe
8941379c64
Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.
2017-07-22 23:24:12 +01:00
toasterbabe
b2e92e7a09
* Invert solidity flag for vertical spikes and wallspikes.
...
* (unrelated) Per a request by sphere, make the ambush flag stop sounds being made by the gas jet.
2017-07-19 17:07:31 +01:00
toasterbabe
ef4dc42c7c
* Bustable wallspikes.
...
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
toasterbabe
2330f1a9c9
Account for the fact that pointtoangle2 points due weast if there's no dy OR dx, so that's taken care of.
2017-07-18 17:04:30 +01:00
toasterbabe
d1be22ccf5
* Scope tweakin's to prevent having to make some stuff static.
...
* Make wallspikes intangible if you're being thrust away from them in pain.
2017-07-18 17:01:19 +01:00
toasterbabe
a5477737d7
Whooh boy. Probably requires re-review.
...
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
toasterbabe
6d43fad098
Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.)
2017-07-18 12:56:39 +01:00
toasterbabe
66d59efddc
Sorry, MI. More info in forthcoming merge request.
2017-07-17 23:58:54 +01:00
toasterbabe
6250266af5
Preparatory work for the contestesque implementation.
2017-07-17 23:26:24 +01:00
Monster Iestyn
4d740ff783
Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
...
0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
6e5cffba5b
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
...
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1
Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please
2017-07-17 20:47:00 +01:00
toasterbabe
9b506b2fde
I legitimately cannot remember for the life of me why I added this check. It broke spectator text in gametypes outside of co-op, so...
2017-07-17 18:16:41 +01:00
toasterbabe
9bd10fb0d2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-17 16:44:10 +01:00
Monster Iestyn
e32774a604
Merge branch 'master' into lua-spritedefs
2017-07-16 22:19:54 +01:00
Monster Iestyn
832a7b1f5a
Merge branch 'master' into opengl-improvements
2017-07-16 21:39:45 +01:00
toasterbabe
4728c824a0
Comment correction.
2017-07-16 01:01:13 +01:00
toasterbabe
d5365a26e1
...and revert brak, too
2017-07-15 22:42:39 +01:00
toasterbabe
f04c5292c7
Revert pointless change to A_RandomState.
2017-07-15 22:38:43 +01:00
Monster Iestyn
64fae001eb
Update hw_light.c's sprite lights list with the updates to the sprites list (and any before that I missed)
...
Not that we're using coronas at all anymore so whatever
2017-07-15 21:16:45 +01:00
Monster Iestyn
dbc7a4099f
Hardcoded SOC_TOKE from patch.dta
...
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
381138d7b1
Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY
2017-07-15 16:57:03 +01:00
toasterbabe
826fad4c78
More caption change.
2017-07-14 23:32:27 +01:00
Monster Iestyn
00062220de
Move spawning of base to P_SpawnMapThing, so objectplacing a wall spike doesn't look weird
...
Also attempted to "optimise" spawning and position correction code
2017-07-14 17:19:01 +01:00
Monster Iestyn
444e9ce7df
Fix wall spikes being harmful from below, set initial destscale of base too just in case
2017-07-14 17:01:13 +01:00
Monster Iestyn
eacf753f2c
Add the remaining code from the Lua script to get wall spikes actually working so far
2017-07-13 23:00:45 +01:00
Monster Iestyn
aa947ea022
Starting work for hardcoding wall spikes
2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897
Hardcoded SOC_TREE from patch.dta
...
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe
fe756d567e
Add a "bias" to collision with chain ferris wheels to make it more likely that you'll grab one nearer to the center if you could potentially hit two in the next frame (previously was blockmap order dependent, which was never consistent)
2017-07-12 14:43:59 +01:00
toasterbabe
b568816217
* Modified A_RandomState. If var2 is supplied, it picks between var1, var2 and nextstate - otherwise, it picks between var1 and nextstate.
...
* Changed a caption.
2017-07-11 12:55:24 +01:00
Monster Iestyn
e485ac3a7e
Add support for getting super sprites with v.getSprite2Patch
...
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
2017-07-09 16:33:43 +01:00
Monster Iestyn
2350e94a9f
Merge branch 'master' into next
2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85
Fix whitespace goofup of mine
2017-07-09 15:08:17 +01:00
Monster Iestyn
0dd15ed8a4
Merge branch 'master' into lua-lump-load-only
2017-07-09 15:06:15 +01:00
Monster Iestyn
d9cbc8308a
Merge branch 'master' into lua-action-userdata
2017-07-09 15:05:48 +01:00
Monster Iestyn
3d2fd5d5a4
Merge branch 'master' into lua-spritedefs
2017-07-09 15:05:18 +01:00
toasterbabe
b91dc51d6f
* Lua P_MobjFromMobj.
...
* Make A_Repeat only set extravalue2 if it has a var1.
* Improve sound caption.
* Make activesound state-controllable.
2017-07-09 14:54:11 +01:00
toasterbabe
a5f336e51a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
...
# Conflicts:
# src/dehacked.c
# src/info.h
# src/p_enemy.c
# src/p_inter.c
2017-07-09 12:14:24 +01:00
toasterbabe
1f2743ce64
Clean up the event and caption when a life is transferred.
2017-07-08 19:42:01 +01:00
toasterbabe
fb00691324
Fix a bug in a testing netgame where we were able to game over and yet ended up just resetting the map normally.
2017-07-08 19:30:25 +01:00
toasterbabe
a0cf28671c
Remove some jankiness from spectators.
2017-07-08 19:12:46 +01:00
toasterbabe
317259a459
Two fixes to playersforexit changes.
...
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
2017-07-08 19:02:28 +01:00
Monster Iestyn
fb23f4c724
Merge branch 'master' into opengl-improvements
2017-07-08 17:55:40 +01:00
Monster Iestyn
023d91a02e
Merge branch 'public_next'
...
# Conflicts:
# src/y_inter.c
2017-07-08 17:49:54 +01:00
toasterbabe
b197dcdb1f
A little bit of monitor love.
...
* Rename "Unknown" options to "Mystery".
* Make Random monitors work consistently in singleplayer if hacked/SOC'd in.
2017-07-08 12:31:37 +01:00
toasterbabe
5cc1b0dcd0
Exiting icon on the tab menu! (Requires new patch.dta)
2017-07-08 11:41:32 +01:00
Monster Iestyn
f0ffd691f4
Merge branch 'master' into next
2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1
Merge branch 'pwease_no_kicky' into 'master'
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Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233
Some more tweaks of my own:
...
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
toasterbabe
54a8602c4c
Woops, forgot about other gametype spawncamping.
2017-07-07 14:39:51 +01:00
toasterbabe
88546abb08
Fix a few things noted during a test netgame with Salt and FuriousFox.
...
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
2017-07-07 13:35:48 +01:00
toasterbabe
25fb318a0b
* Fixed a typo with the bit-shifting of the max speed, meaning that it wasn't being set as desired.
...
* Made the speed capping/minimising done at the point of changing it via player control, as opposed to the point of macerotate, in an attempt to fix a potential cause of mace rotation desynchronisation (not netplay, just https://cdn.discordapp.com/attachments/293238104096112641/331453363499696139/srb20180.gif stuff.)
2017-07-06 22:26:31 +01:00
toasterbabe
1a7a0662ba
* Set player->outofcoop to false if it's not a coop gametype.
...
* Expose player->outofcoop to Lua.
2017-07-06 14:53:52 +01:00
toasterbabe
f809923f69
* If cv_playersforexit != "One", add a count of the number of players required to exit to the end tally.
...
* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
2017-07-06 14:39:51 +01:00
toasterbabe
0bf676498a
woops, the check was accidentially inverted
2017-07-05 22:43:45 +01:00
Monster Iestyn
e8df99c632
They didn't use V_HUDTRANS before and they probably shouldn't, my fault here
2017-07-05 22:30:18 +01:00
toasterbabe
014c1d8f03
https://cdn.discordapp.com/attachments/297148222332469249/332227405747847168/unknown.png
...
betterexit integration!
2017-07-05 19:33:41 +01:00
Monster Iestyn
815d10e15d
Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
...
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
...
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
toasterbabe
e55f24419e
Additional opportunity for F12 message exposure pounced upon.
2017-07-05 13:44:50 +01:00
toasterbabe
fa42875aee
Better setting names/values for various new and old console variables impacted by this branch.
2017-07-05 12:34:13 +01:00
toasterbabe
125646e521
Some minor tweaks to make countdown not COMPLETELY broken.
2017-07-04 21:33:16 +01:00
toasterbabe
e5eb6720f0
Change how countdowns are presented.
...
I would have changed how they actually worked, too, but I ended up breaking it and getting too frustrated/tired to continue.
2017-07-04 20:49:38 +01:00
toasterbabe
dad6ce9796
* Tweaked some monitor toggle names I forgot to modify.
...
* Added arrows to the "sky room" menu.
2017-07-04 14:59:48 +01:00
toasterbabe
a65598a97a
Fixed Game Over being broken in singleplayer. Woopsie doodle!
2017-07-04 14:57:22 +01:00
toasterbabe
bc066a16a0
Whoops, I did some menu stuff in here. Oh well.
...
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
2017-07-04 13:17:29 +01:00
toasterbabe
2fd6a20be0
* Fix some HUD offsets.
...
* Don't attempt to respawn anybody when changing cv_coopstarposts and nobody CAN be respawned.
* Make Rings transparent (and not flash) when you're a spectator.
2017-07-03 16:33:52 +01:00
toasterbabe
50496970d1
Fix weird visual artifacting caused by restarting the level in co-op, which was a direct result of my code being messy. This is significantly better to deal with, anyways.
2017-07-03 15:43:29 +01:00
toasterbabe
ca76dd41f8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/p_user.c
2017-07-03 15:41:00 +01:00
Monster Iestyn
298c1af045
Merge branch 'lua-archive-value-fix' into 'next'
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Lua archive value fix
This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.
See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
c751971d57
Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
...
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6
Fix the springs jumping!
...
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.
Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Monster Iestyn
100422e1ce
Merge branch 'master' into opengl-improvements
2017-07-02 16:42:40 +01:00
Monster Iestyn
8290ae9fd4
Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
...
I cleaned up some of Sryder's changes a little too I guess
2017-07-02 16:38:25 +01:00
toasterbabe
370d9c3176
Hooh boy.
...
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
- MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
- MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
- MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
- angle: tag of controlling linedef
- parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
- line dx: number of chain links
- line dy: speed (in FU)
- frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
- frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
- frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
- frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
- backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
- backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
- backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
- backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
----
- ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
- ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
- ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
- ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
- ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****
Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
Monster Iestyn
252cdb0c28
Merge branch 'private_flatsprite' into 'master'
...
OpenGL papersprites
I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.
Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.
See merge request !96
2017-07-02 09:46:44 -04:00
Monster Iestyn
64b3861168
Merge branch 'mapthing-spawn-hook' into 'master'
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"MapThingSpawn" hook for Lua
A hook for adding special stuff to mobjs spawned via a map thing on level load, like special features depending on the map thing's flags, angle, z position, extrainfo, or anything else I didn't think of.
**Function syntax:**
`functionname(mobj, mapthing)`
where `mobj` is the spawned mobj (type mobj_t obviously), and `mapthing` is its corresponding map thing (type mapthing_t also obviously). Note that `mapthing.mobj` will not yet be set to `mobj` at this point (it's set afterwards, provided you don't remove the mobj or something stupid).
Returning `true` overrides features in place for existing mobj types (currently not all existing features are overridden, I may change this; see the source code for what IS overridable for now), returning `false` runs them as normal.
**Hook syntax:**
`addHook("MapThingSpawn", functionname, MT_OBJECTTYPE)`
where `MT_OBJECTTYPE` is the object type to apply the hooked function for. As usual, if this argument is omitted or set to MT_NULL, the function runs for all object types.
**Test resources and where to find them:**
* srb2win-mapthingspawn.exe, my folder on the FTP - test exe, obviously
* luatest-mapthingspawn.lua, same place - a simple Lua script that changes the scale of MT_GFZFLOWER1 (the orange flower) based on the map thing's angle (0 degrees is normal, 90 degrees is 2x bigger, 180 is 3x bigger, 270 is 4x, etc etc)
See merge request !83
2017-07-02 09:46:11 -04:00
Monster Iestyn
68d8906a36
Merge branch 'mi-code-cleanup-once-again' into 'master'
...
MI code cleanup once again
Code prettification branch 12472849127, no real changes to gameplay except a bunch of outdated SOC features have been removed or disabled (most notably, Callum's old texture/patch SOC implementation). Though the changes here might also speed up game startup a teensy bit I suspect, possibly?
See merge request !102
2017-07-02 09:45:30 -04:00
toasterbabe
a0fa548e8b
* Make spinning (normal) maces play the activesound once per rotation, instead of once every 64 tics.
...
* Make swinging (as opposed to spinning) maces play the activesound at the peak of their speed.
* Decouple the tilt of all maces from the angle.
* Improve DBG_GAMELOGIC message.
* Refactor.
2017-06-28 14:55:48 +01:00
toasterbabe
86f9b6d409
After discussions, flipping the flag that means you CAN'T turn the CEZ chains now means that when it's enabled, you CAN turn them. In order to get base game parity by default, rather than as an obscure option.
2017-06-27 23:34:55 +01:00
toasterbabe
23bdb14eda
* Make maces use the x offset of their controlling linedef to set the stage in the cycle the mace should be at, instead of contributing to the tilt of the plane of the maces.
...
* Make the noclimb flag of the mace-controlling linedef turn the mace types that have spiked balls on the ends to also have the middles of the chain be spiked, CEZ3 style.
* Partake in some refactoring.
https://cdn.discordapp.com/attachments/293238104096112641/329335623250870275/srb20026.png An image of both changes in action!
2017-06-27 20:16:14 +01:00
toasterbabe
fe4dcee9ad
fix inaccurate SC_FULLBRIGHT declarations
2017-06-26 16:30:23 +01:00
toasterbabe
b2fc2e03ba
* Always remove linkdraw vissprites from unsorted drawing chain.
...
* Make the related I_Error more descriptive and "#define PARANOIA"'d only.
2017-06-26 16:11:50 +01:00
toasterbabe
dda9148e56
Fix issue with precipitation not modifying its mobj reference, resulting in Smiles' tails disappearing in CEZ3.
...
Also, as a result, safeguard some stuff against referencing stuff that's outside of *precipmobj_t's domain.
2017-06-26 15:53:20 +01:00
toasterbabe
59ea08ee11
* Change the order of operations such that linkdraw sprites aren't ever used for ordering comparisons with non-linkdraw sprites.
...
* Refactor of the unbundling to not involve modifying the next/prev links.
* Make the booleans in vissprite_t use flags stored in sprite->cut instead.
* Make the linkdrawn sprites much more linked - ie, same brightness (unless independently fullbright), same colormap, and don't draw if the tracer isn't being drawn.
* Other minor corrections.
2017-06-26 14:44:10 +01:00
Monster Iestyn
8080e1cd31
More optimising and otherwise fixing bizarre formatting in hw_trick.c
2017-06-26 11:12:26 +01:00
Monster Iestyn
6a85121b79
Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
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I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
2017-06-26 10:51:19 +01:00
Nevur
677c1045a1
The sprites stuff is changed now.
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-PK3 loadtime drastically reduced, even for very big files.
-Looks for srb2.pk3 now instead.
-"flipped the switch" for sprites.
2017-06-25 23:04:51 +02:00
toasterbabe
93dce12fce
Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly.
...
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.
Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
2017-06-25 20:46:30 +01:00
Monster Iestyn
c653289121
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
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Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-06-25 20:22:01 +01:00
Monster Iestyn
0eaebb16fc
Check if existing animdefs have the same type as the animdef we're parsing
2017-06-25 18:17:05 +01:00
Nevur
f6bd414f35
Fixed stuff which I removed accidentally when manually tweaking p_setup.c on the merge.
2017-06-25 18:30:53 +02:00
Monster Iestyn
a4cd7b7f38
Added the Gametype_Names array and G_GetGametypeByName for ease in converting gametype nums to strings and vice versa
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gametype_cons_t is now initialised using the Gametype_Names array, like how Color_cons_t is initialised using Color_Names
2017-06-25 17:28:07 +01:00
Nevur
d3a652aa15
Fix merge issue.
2017-06-25 15:39:45 +02:00
Nevur
d5e38c087d
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
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# Conflicts:
# src/p_setup.c
2017-06-25 14:51:37 +02:00
Nevur
35189dc219
Fixed PK3s.
...
-Colormaps, palettes and other stuff are properly loaded now. It was a bug related to the generation of the lump name with files in the root of the PK3.
Known issues:
-Map WADs' REJECT and BLOCKMAP are still not loaded.
2017-06-25 14:02:39 +02:00
Monster Iestyn
f44d769d39
dehacked.c cleanup
...
*removed Texture/Patch SOC implementations, since they weren't used in the end
*removed remnants of AnimTex and some Spritename thing
*none of the save* arrays in DEH_LoadDehackedFile were being used, so I removed all related code disabled or otherwise
*DEH_LoadDehackedFile doesn't need a "wad" param anymore since only the Patch block was using it
2017-06-24 20:33:56 +01:00
Monster Iestyn
7d82ac406e
whoops forgot to change these two
2017-06-24 19:27:29 +01:00
Monster Iestyn
b2941087de
Move all the leftovers of the "title" print code into D_Titlebar, since it's only used by DOS now
2017-06-24 18:39:17 +01:00
Monster Iestyn
9d24186ecd
Removing D_SRB2Main's OS2 window title code
...
"pmData" was originally declared in the files in the (non-SDL) OS2 source subfolder, last known to be present in Demo 4.1's source code ...said folder has not been around for over a decade, so this would definitely fail to compile if you tried compiling for OS2 without SDL anyway
2017-06-24 18:27:43 +01:00
Monster Iestyn
d263c4fcd4
Remove unused static vars in d_main.c (and remnants of some of them)
2017-06-24 18:15:06 +01:00
Monster Iestyn
e5bf3dfa67
Merge branch 'master' into opengl-improvements
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# Conflicts:
# src/doomdef.h
2017-06-23 17:20:18 +01:00
Monster Iestyn
e3f627120f
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/p_mobj.c
2017-06-23 17:19:06 +01:00
Alam Ed Arias
1111282908
Merge branch 'master' into next
2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f
Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
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OpenGL slope FOF lighting fix
This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P
See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
44f33e6732
Merge branch 'touching_fixes' into 'next'
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Fixes with respect to sector special touching and slopes
Some important stuff.
* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.
Also, an experiment behind a #define which currently isn't turned on:
* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.
See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d
Merge branch 'polyobject-seg-render-fix' into 'master'
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Polyobject seg render fix
This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.
This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)
See merge request !195
2017-06-22 17:29:01 -04:00
Monster Iestyn
abf92e965c
Merge branch 'ping-fix' into 'next'
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Ping-related code fix
Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.
I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.
See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770
Merge branch 'ld414-invalid-sound-fix' into 'next'
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Ld414 invalid sound fix
This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.
See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2
Fix PlayerSpawn hook not being called if the player is respawned at a starpost
2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b
Scale should be fixed_t not UINT16!
...
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
318d5656b5
Keeping a total of thinkers saved/loaded and print the total in netplay devmode
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Not a fix for anything, probably just useful for debugging
2017-06-12 17:55:15 +01:00
Monster Iestyn
02c098574c
ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case
2017-06-10 17:09:08 +01:00
Monster Iestyn
bae55a3af4
Don't display "x set to y" messages twice in the debugfile for consvars with CV_SHOWMODIFONETIME/CV_SHOWMODIF
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(can't think offhand when those flags are actually used, but oh well)
2017-06-10 16:36:52 +01:00
Monster Iestyn
b9828f78e8
Fix stupid lack of newline with this message
2017-06-09 23:22:27 +01:00
Monster Iestyn
12266e0f85
Set ack and ackreturn to 0 for local packets always
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This won't really have any in-game effect, this is just so the debugfile doesn't display the ack values of the PREVIOUS sent/got packet
2017-06-09 23:15:41 +01:00
Monster Iestyn
1119ffab0f
Merge branch 'master' into next
2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93
Fix invalid sfx numbers supplied to linedef type 414 crashing the game
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Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
toasterbabe
faabca552f
Okay, I guess this DID need to be done. (Something from the old nights fixes branch which I didn't port over initially.)
2017-06-04 00:48:32 +01:00
toasterbabe
1eaf35854d
Fixed that issue with spectators not being able to go above FOFs. I guess it just wasn't getting initialised properly on first join!
2017-06-04 00:43:34 +01:00
toasterbabe
9d0212b9ec
Console messages for the new cvars, ala other stuff in d_netcmd.c.
2017-06-03 22:43:35 +01:00
toasterbabe
5136bf4404
* Make shared lives counter greyed out if you can't respawn, to counteract the fact that it's lit up for lives in use.
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* More splitscreen tweaks.
2017-06-03 22:27:40 +01:00
toasterbabe
a872f1c68f
I'm starting to actually test this via netgame instead of just in splitscreen!
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* Fixed oversight where late joiners may not actually get lives.
* Fixed oversight where zero-livers could spawn in.
* Reinstated flashing because a crawla walked onto one of the spawnpoints and we immediately got a game over.
* Rejiggered the overlay drawer so the printing was consistent between normal spectatorship and game overness.
2017-06-03 22:14:20 +01:00
Monster Iestyn
0dcc878028
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
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This fixes GFZ2's mysterious flying flats at the ramp to the big room
2017-06-03 21:40:41 +01:00
toasterbabe
8d8ae2b538
Renamed again, and this time I'm happy with it.
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* "playstyle" to "coopstarposts"
* "lifedistribution" to "cooplives"
2017-06-03 17:55:03 +01:00
Monster Iestyn
c3c85bb4d2
Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
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Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f
wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
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Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
toasterbabe
ae3441659e
Unrelated to the branch, but I was messing around with heights and shadow.wad and figured I might as well tweak it whilst I remember.
2017-06-03 13:47:08 +01:00
toasterbabe
f3cad19184
* Renamed "steallives" to "lifedistribution".
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* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
2017-06-03 12:26:42 +01:00
toasterbabe
25a1ffe02a
Make it such that you only flash on game join in Co-op, not on all spawns.
2017-06-01 22:21:02 +01:00
toasterbabe
51f0d6f2e2
Import some NiGHTS stuff from some-more-nights-fixes, so I can delete that old branch.
2017-06-01 22:20:36 +01:00
Monster Iestyn
2e42c9621c
Eck, potted another node/player confusion for clients reciving PT_PING
2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0
Merge the two NEWPING parts of NetUpdate into one block
2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d
Fix confusion between nodes and players in ping updating code and PT_PING packet sending code
2017-06-01 19:01:57 +01:00
toasterbabe
3857b720cd
* Make music reset when game over is dealt with more consistent.
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* Make setting steallives to true respawn every game overed spectator.
* Make a minimum on the number of lives GetLives can get you.
* Add "You'll steal a life on respawn" to spectator screen.
2017-06-01 18:44:19 +01:00
Monster Iestyn
10b835e799
Whoops, this broke my non-NEWCLIP test build
2017-05-31 17:17:08 +01:00
toasterbabe
464699fce2
* Make handling of life theft more consistent.
...
* Make sure that a life theft always takes you from 0 (or less) lives to 1 life.
* Fix a bracket level typo that meant new Co-op style respawning was being done for all gametypes.
2017-05-31 17:07:24 +01:00
Monster Iestyn
cefd92fc8e
Merge branch 'master' into opengl-improvements
2017-05-31 15:18:42 +01:00
Monster Iestyn
3f9bebd05e
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
# src/lua_thinkerlib.c
2017-05-31 15:18:05 +01:00
toasterbabe
4353fa65a2
* Spectatoring for game over supported.
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* Don't lose lives when you die as a spectator.
2017-05-30 20:31:51 +01:00
toasterbabe
9fbcd6e883
Accidentially broke game overs. Fixed now.
2017-05-30 17:07:37 +01:00
Alam Ed Arias
6847a89bc2
OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X
2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb
OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime
2017-05-29 22:52:51 -04:00
toasterbabe
947e9ed34f
Stop rolling sound spam by not doing some stuff that probably shouldn't be happening.
2017-05-29 22:43:22 +01:00
toasterbabe
ff7ee4aa12
...forgot to check in these changes
2017-05-29 22:19:31 +01:00
toasterbabe
2f3e4c3c65
* Per Mystic's request, made lives for 100 rings individual.
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* P_GiveCoopLives bundles the coop lives reward for everyone versus reward for one person in other gametypes thing into one function. Available in Lua.
2017-05-29 22:18:02 +01:00
toasterbabe
fd873185ae
* Respawn players that are spectators if it's not a special stage.
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* No need to call a function for changing the number of lives when we're within bounds.
2017-05-29 21:59:24 +01:00
Monster Iestyn
f96844b262
Fix screenshots taken in OpenGL with 1366x768 being messed up
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This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
toasterbabe
da05371e69
woops
2017-05-29 21:24:09 +01:00
toasterbabe
726cd9757b
Spectators in new Coop instead of staring at a dead screen all the time!
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Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
2017-05-29 21:23:00 +01:00
toasterbabe
964df31ee5
* Combine cv_sharedstarposts and cv_respawntype into cv_playstyle (Individual, Sharing, Together).
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* Put steallives on menu.
2017-05-29 00:03:46 +01:00
toasterbabe
4239036cec
Life theft! No menu item, but anything is possible with zombocom.
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cv_steallives, defaults to "On"
2017-05-28 21:55:41 +01:00
toasterbabe
f9120e3a44
Some corrections.
2017-05-28 21:43:53 +01:00
Yukita Mayako
9f3fda37b0
Merge branch 'next' into hotfix_thinkers.iterate
2017-05-28 15:07:20 -05:00
Nevur
16336dbe22
I'm pushing this because I'm having issues. Changes so far:
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-Folders aren't loaded as lumps anymore
-Can now load an arbitrary number of TEXTURES lumps in PK3s. Name them textures.gfz, textures.thz, ..., for example.
2017-05-28 21:47:15 +02:00
toasterbabe
2765868940
* Add new cvars to menu.
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* Don't try to respawn on a checkpoint if you don't have any lives.
2017-05-28 18:09:05 +01:00
toasterbabe
ce181da83c
...i am fool
2017-05-28 17:08:41 +01:00
toasterbabe
965e1f6b45
* Make 100 rings give everyone a oneup in New Coop.
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* Make oneup boxes only give everyone a oneup in New Coop.
2017-05-28 17:07:20 +01:00
Alam Ed Arias
2223283208
Merge branch 'next'
2017-05-28 11:37:16 -04:00
toasterbabe
c508695c5a
LF2_NORELOAD support
2017-05-28 16:05:55 +01:00
toasterbabe
3723eff9f7
The start of the Co-Op revamp! Not tested over netplay yet, but uses TD's implementation of various Co-op friendly things as a reference (or in one place an outright code steal, thanks Sryder!)
...
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.
The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
2017-05-28 15:33:35 +01:00
Monster Iestyn
0536e1d862
Merge branch 'update-to-v2.1.19' into 'master'
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Update to v2.1.19
It should says what on the tin.
See merge request !190
2017-05-27 20:24:45 -04:00
Yukita Mayako
e192c5be4d
Merge branch 'next' into hotfix_thinkers.iterate
2017-05-27 15:45:13 -05:00
Monster Iestyn
806b101984
Merge branch 'master' into next
2017-05-27 20:10:48 +01:00
Monster Iestyn
7294e15ec6
Merge branch 'ignore-askinfoviams' into 'master'
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Ignore askinfoviams
Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)
See merge request !191
2017-05-27 15:09:14 -04:00
Yukita Mayako
c44a935b04
Rewrote thinkers.iterate
to handle invalid pointers elegantly.
2017-05-27 14:03:27 -05:00
toasterbabe
55b85e257e
Per MI's disabling of PT_ASKINFOVIAMS, don't outright remove DELFILE, just mark it for replacement.
2017-05-27 20:02:49 +01:00
Monster Iestyn
d20efa5a74
Entirely ignore PT_ASKINFOVIAMS packets, since it turns out it's not even sent by the MS anyway
2017-05-27 19:06:46 +01:00
toasterbabe
2c7fb73432
Minor optimisation. (I'm picking at this branch! I should stop doing that and work on something else.)
2017-05-27 15:10:16 +01:00
toasterbabe
d685060aef
Store importance (nmuslumps check) to prevent having to do it again when doing d_netfil stuff.
2017-05-27 14:01:26 +01:00
toasterbabe
33d5373e84
Don't need this addition any more.
2017-05-27 13:13:00 +01:00
toasterbabe
cbe56b1b06
Essentially - show how close the numwadfiles is getting to the maximum as WELL as the packetsizetally.
2017-05-27 12:36:33 +01:00
Alam Ed Arias
877e9510f7
Update version number to v2.1.19
2017-05-26 21:38:49 -04:00
Alam Ed Arias
86a76a9766
Makefile: disable GETTEXT by default
2017-05-26 18:10:53 -04:00
Alam Ed Arias
0e0769d11a
Merge branch 'master' into disable_gettext
2017-05-26 18:06:57 -04:00
Monster Iestyn
11d57fba1b
Merge branch 'master' into next
2017-05-26 23:02:06 +01:00
Monster Iestyn
3928b75b7a
Merge branch 'netcode-hotfix' into 'master'
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Netcode hotfix
Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.
It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).
See merge request !185
2017-05-26 18:00:43 -04:00
Monster Iestyn
0bb4e76e73
Merge branch 'too_many_wads_in_netgames' into 'next'
...
A bunch of bugfixes about too many wads in netgames
Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.
Done into next because I might as well be 100% safe, even though this could probably work on master as well.
See merge request !187
2017-05-26 17:58:53 -04:00
Monster Iestyn
1699d8a05f
Merge branch 'missiles_n_slopes' into 'next'
...
Missiles 'n slopes
Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.
See merge request !181
2017-05-26 12:25:31 -04:00
toasterbabe
db2f8a50ba
Make sure that the number of files you're trying to add is properly considered!
2017-05-26 16:16:10 +01:00
toasterbabe
d3bd17d862
Make the zeroed temperature gauge actually look right.
2017-05-26 16:04:10 +01:00
Monster Iestyn
4d1af86431
Cleanup part 2, make ye old 2.1.18 warning a debugfile only message, and make the node == -1 have its own debugfile only message too
...
Also get rid of a stray newline
2017-05-26 15:30:26 +01:00
Monster Iestyn
ab5835cd3b
Remove cruft from my initial days of fumbling with this branch
...
textcmd[0] for PT_NODETIMEOUT can't hold anything < 0 anyway, and you'd probably have to really try to get >= MAXNETNODES
2017-05-26 15:26:00 +01:00
Monster Iestyn
e09270276e
Display node's IP when printing the "sending file to node n" message, if noticedownload is turned on
2017-05-26 14:38:59 +01:00
Monster Iestyn
569af9f4c1
I am dumb, SV_AbortSendFiles already does what SV_RemoveFileSendList was made to do
2017-05-26 14:19:18 +01:00
Monster Iestyn
7979f84e25
whoops
2017-05-26 13:58:34 +01:00
Monster Iestyn
aecc97ded3
PT_REQUESTFILE checking:
...
* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea
Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
2017-05-26 13:39:54 +01:00
Monster Iestyn
437780d503
Add missing break for MT_EGGCAPSULE's switch case in P_SpawnMobj (sorry!)
2017-05-25 18:40:48 +01:00
Monster Iestyn
a23e9bc32b
Fix size_t printing
2017-05-25 18:10:20 +01:00
toasterbabe
fe9ebbd1ca
Files which are unimportant are not sent in the fileneeded list.
...
This removes exactly one feature in exchange for a greater number of files to be loaded. I asked around, and people don't actually like what it currently does (load unimportant server-side files if you can findfile it locally), so.
Can be reverted if requested.
2017-05-25 17:58:32 +01:00
Monster Iestyn
58236af6f7
Tweak to D_MapChange: if you failed to start a server, DON'T send a map change command
2017-05-25 16:55:59 +01:00
toasterbabe
47e171250f
* Prevent joining a server if you have too many files loaded to add the remainder.
...
* Made the check in Got_RequestAddfilecmd more comprehensive, since I might as well. Just something to tweak a little later in internal.
2017-05-25 16:06:39 +01:00
toasterbabe
5c302d7ffc
Partial implementation of fix for Got_RequestAddfilecmd (the other half - the limitation on the size of the filesneeded section of the serverinfo packet - will be applied in internal.)
2017-05-25 15:34:21 +01:00
toasterbabe
2aa1215716
Fix a thing where the host adds a WAD and you have too many WADs loaded to add it.
2017-05-25 15:22:32 +01:00
toasterbabe
9fcf40b5a3
woops
2017-05-24 22:36:59 +01:00
toasterbabe
e2f6366292
Minimum fill for temperature gauge if you have any wads loaded at all.
2017-05-24 22:05:41 +01:00
toasterbabe
c2705b4662
* Make wads that don't modify the game not count towards the internal packet size tally in w_wad.c, like they wouldn't in d_netfil.c.
...
* Now that it's consistent, removed the redundant packet size tally check in d_netfil.c.
2017-05-24 21:45:03 +01:00
toasterbabe
74c4ad4bad
Minor refactor, plus cutting out a potential bug of setting dir_on[] to -1.
2017-05-24 20:55:35 +01:00
toasterbabe
e41976fb05
https://cdn.discordapp.com/attachments/293238104096112641/317023848493088779/srb20016.png
...
* Visual Indicator of modifiedgame/savemoddata.
* Other assorted improvements to layout.
2017-05-24 20:55:05 +01:00
Monster Iestyn
c92aaa74a4
I think PT_CLIENT2MIS was meant to do this too, probably
2017-05-23 18:46:34 +01:00
Monster Iestyn
7147e0fcaf
Improve previous PT_TEXTCMD/PT_TEXTCMD2 check, add another one to ignore zero size textcmds!
2017-05-23 17:35:32 +01:00
Monster Iestyn
0b0b738a6f
Don't allow non-servers to receive PT_RESYNCHGET
2017-05-23 16:34:56 +01:00
Monster Iestyn
ff1cc07a1d
Implemented toaster's suggestion to make a macro here
2017-05-23 16:29:09 +01:00
Monster Iestyn
9e3bdc5ee2
Prevent bad PT_TEXTCMD/PT_TEXTCMD2 textcmd[0] sizes?
2017-05-23 16:13:42 +01:00
Monster Iestyn
fdfd6e1c0b
Whoops don't do that for PT_REQUESTFILE
2017-05-22 22:20:08 +01:00
Monster Iestyn
c70839334e
Added a bunch of missing checks to prevent non-server players from sending other non-server players stuff
2017-05-22 22:17:51 +01:00
Monster Iestyn
3784d765e4
Remove extra whitespace I added
2017-05-22 20:47:38 +01:00
Monster Iestyn
28444c12dd
Some more things I overlooked in this fix
2017-05-22 16:54:39 +01:00
Monster Iestyn
247ed56e17
Don't allow nonsense PT_ASKINFOVIAMS packets, nor any at all if offline
2017-05-22 16:44:50 +01:00
Monster Iestyn
6062223eb5
Merge branch 'master' into next
2017-05-22 13:23:46 +01:00
Monster Iestyn
5aeb4b5919
Revert "Loop through rebound packets until you found a good one or ran out of them"
...
On second thought, this was probably unnecessary anyway.
This reverts commit 1078a642df
.
2017-05-20 21:29:05 +01:00
Monster Iestyn
284e539c66
Don't bail out in Y_StartIntermission in dedicated mode, this causes the game not to add on score bonuses for players from the server's view of things!
2017-05-19 16:31:23 +01:00
Monster Iestyn
1078a642df
Loop through rebound packets until you found a good one or ran out of them
2017-05-19 11:52:50 +01:00
Monster Iestyn
5a1fc6098e
Attempts to prevent stupid stuff from happening
2017-05-19 11:25:28 +01:00
Nevur
19c46f3732
More PK3 work.
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-Removed code duplicity on map resource reading.
-Fixed all known PK3-related bugs so far except for the ones mentioned below.
Issues:
-Blockmap and reject matrix still aren't loaded yet when using a map WAD.
-Palettes and colormaps aren't loaded (by extension, TRANS tables might not work either).
2017-05-18 21:13:18 +02:00
Monster Iestyn
229e75ab8b
Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission
...
Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
2017-05-18 17:23:19 +01:00
Monster Iestyn
d2313ea32b
G_ExitLevel tweak: Use HU_ClearCEcho() instead of HU_DoCEcho(""), the latter causes an empty line to appear in log.txt
2017-05-18 17:10:44 +01:00
Monster Iestyn
bc79365cf4
Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame
2017-05-18 16:54:58 +01:00
Monster Iestyn
fd1efff338
Added the META_ACTION userdata type to Lua, created getActionName() to return string name
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SRB2's built-in action types will now all be pushed as META_ACTION, state_t.action can be assigned META_ACTION and return it
getUserdataType returns "action" for META_ACTION variables
2017-05-17 20:36:40 +01:00
Monster Iestyn
21d29c8550
Merge branch 'public_next'
2017-05-17 16:19:01 +01:00
Monster Iestyn
1781ccf4ca
Merge branch 'master' into next
2017-05-17 16:16:50 +01:00
toasterbabe
593416328a
String addition to the addfile menu suggesting to visit the modifications page! No change to actual functionality, just secondary utility.
2017-05-16 23:43:21 +01:00
Monster Iestyn
551ed797db
Merge branch 'jumping_fixes' into 'master'
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Nojumpspin fix
MI can attest to this being a problem that's now solved.
To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.
See merge request !95
2017-05-16 17:02:20 -04:00
Nevur
d4c324eb30
PK3 stuff again.
...
-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!
Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?
Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
2017-05-16 21:10:02 +02:00
toasterbabe
5f8cfb47e4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
2017-05-16 19:54:54 +01:00
toasterbabe
87f32abc24
i have no idea whether this will fix the garbage or whether it'll get broken again, but here's an attempted fix for VAda's name
2017-05-16 14:11:10 +01:00
Monster Iestyn
17a06dd6c4
I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
...
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn
87085f2475
SDLSetMode: merge wasfullscreen/windowed mode code into one block
2017-05-15 16:35:32 +01:00
Monster Iestyn
a340f2c8ed
Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces
2017-05-15 16:19:28 +01:00
Monster Iestyn
4979ab6b8e
Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway.
2017-05-15 15:43:31 +01:00
Monster Iestyn
d1bbd1261e
VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
...
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn
093800cb06
I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL
2017-05-15 15:24:40 +01:00
Monster Iestyn
f8482421e5
Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
...
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn
222807c6f6
Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
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Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe
65a202e843
ACTUALLY let's do this better
2017-05-14 19:25:46 +01:00
toasterbabe
b13a9ad9d1
Support for negative scroll speeds on title screen
2017-05-14 19:20:00 +01:00
toasterbabe
b864e45487
Added reset for titlemap (and other title attribute) changes so that the title screen never ends up being some half-formed hybrid
...
Also because I could I added it for intro changes too
2017-05-14 16:45:08 +01:00
toasterbabe
bdcd9125d2
Fixed that thing where missiles like sliding up slopes for some reason.
...
This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
toasterbabe
ba4275c415
title screen hud hook
2017-05-13 22:38:06 +01:00
Monster Iestyn
d91471b053
check spr2names not sprnames, whoops
2017-05-13 21:43:04 +01:00
Monster Iestyn
c2f03c5953
Fix compiler errors
2017-05-13 21:28:44 +01:00
Monster Iestyn
5113163e07
Merge branch 'master' into lua-spritedefs
2017-05-13 21:16:42 +01:00
Monster Iestyn
9a9b2fcc2d
Merge branch 'master' into mapthing-spawn-hook
2017-05-13 21:06:49 +01:00
Monster Iestyn
8d483cdc47
Fix whitespace on that one line toaster pointed out
2017-05-13 20:51:10 +01:00
Monster Iestyn
e45e740a65
Merge branch 'master' into lua-lump-load-only
2017-05-13 20:40:38 +01:00
Monster Iestyn
ed81c9abcb
Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
...
I cleaned up some of Sryder's changes a little too I guess
2017-05-13 12:49:30 +01:00
yellowtd
f5fa67b7ad
no idea why this was stashed while the last commit before this one was made..
2017-05-12 20:54:06 -04:00
yellowtd
13c748531f
bootmap
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(+indentation fix)
2017-05-12 20:48:20 -04:00
Alam Ed Arias
459d8064ee
Merge branch 'master' into public_flatsprite
2017-05-12 20:42:55 -04:00
Sryder
32c4ddca5c
Remove accidental leftovers
...
Accidentally left a comment and stuff in there from previous attempts
# Conflicts:
# src/hardware/hw_main.c
2017-05-12 23:39:55 +01:00
Sryder
ec0f30f849
Fix a one character bug with clipping
2017-05-12 23:39:01 +01:00
Sryder
3f0f645c70
Flat sprites for OGL
...
# Conflicts:
# src/hardware/hw_main.c
2017-05-12 23:38:44 +01:00
Monster Iestyn
635789c1ec
Merge branch 'public_next'
...
# Conflicts:
# src/doomdef.h
2017-05-12 23:03:38 +01:00
Monster Iestyn
b8ffeeb59f
Update version number to v2.1.18
...
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn
f0de3a407d
Merge branch 'public_next'
2017-05-11 22:58:03 +01:00
toasterbabe
6eaf936889
Make symbol conversion a #define instead of copypasted code.
2017-05-11 22:09:01 +01:00
toasterbabe
9445455fb1
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
2017-05-11 22:02:12 +01:00
Monster Iestyn
55fd0aba91
Merge branch 'master' into next
2017-05-11 20:47:12 +01:00
Monster Iestyn
96c63bf95b
Whoops forgot this bit too
2017-05-09 20:17:46 +01:00
Monster Iestyn
8582406dd2
prevent invalid nodes from crashing Net_CloseConnection, print a warning and return instead
2017-05-09 15:13:19 -04:00
toasterbabe
3e7377930f
FIX FOR MI'S CRASH
2017-05-09 17:38:00 +01:00
toasterbabe
3e9cc51953
Change config recognition method
2017-05-09 17:09:40 +01:00
toasterbabe
fd81a82cca
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
2017-05-09 16:45:58 +01:00
toasterbabe
28752afa6a
Fix inconsistencies in spacing in m_cond.h
2017-05-09 16:28:20 +01:00
toasterbabe
61fcbe9b36
Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
...
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
toasterbabe
cd512d014a
<Alam_Squeeze> s_sound.c: In function `S_StartCaption':
...
<Alam_Squeeze> s_sound.c:409: warning: 'same' might be used uninitialized in this functio
2017-05-09 14:42:23 +01:00
toasterbabe
e69b08178f
<Alam_Squeeze> p_floor.c: In function `EV_CrumbleChain':
...
<Alam_Squeeze> p_floor.c:2932: warning: 'widthfactor' might be used uninitialized in this function
<Alam_Squeeze> p_floor.c:2932: warning: 'heightfactor' might be used uninitialized in this function
2017-05-09 14:42:06 +01:00
toasterbabe
cb9012c2ca
Accidentially removed newline
2017-05-09 14:22:53 +01:00
toasterbabe
a4b74e7d3f
<Alam_Squeeze> m_menu.c:1907: error: `M_DrawScreenshotMenu' undeclared here (not in a function)
...
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
2017-05-09 14:19:54 +01:00
toasterbabe
378b913e66
<Alam_Squeeze> lua_blockmaplib.c:269:7: no newline at end of file
...
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/lua_blockmaplib.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/lua_blockmaplib.o] Error 1
2017-05-09 14:18:45 +01:00
toasterbabe
0cc838bca7
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
...
<Alam_Squeeze> s_sound.c: In function `S_StartCaption':
<Alam_Squeeze> s_sound.c:416: warning: comparison of unsigned expression >= 0 is always true
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/s_sound.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/s_sound.o] Error 1
2017-05-09 14:17:34 +01:00
toasterbabe
ba41d46587
Thanks Alam for letting me know I was messing up!
...
* Search case is now handled via cvar instead of assumed based on system.
* filemenusearch (previously strsystemstr) uses static char[] to prevent stack suffering.
* New cvar for searching from start of string instead of anywhere in it!
* Menu tweaked for the above.
* Reverted slash from pathsep.
2017-05-09 14:09:09 +01:00
toasterbabe
2696ed52fd
Fixed the thing where Robo Hood's jump was messed up.
...
Also, ditto re Super Sonic's floaties.
2017-05-09 12:50:28 +01:00
toasterbabe
7f83e0d134
* Prevent crash if you go to a map and it doesn't exist.
...
* Handle music fix in smarter way.
* Enums!
2017-05-09 11:09:58 +01:00
toasterbabe
3a4e091ba6
* Fix titlemap music change bug reported by Larztard
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* Clean up titlemapinaction so that it isn't true when you're playing
* Don't print "SPEEDING OFF TO [ZONE] [ACT 1]..." on screen if it's a titlemap - keep a nice and pretty black screen
2017-05-09 00:48:07 +01:00
toasterbabe
dd57e47574
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into titlemap
...
# Conflicts:
# src/r_main.c
2017-05-08 23:58:44 +01:00
toasterbabe
f87c7f428d
Compiling fixes
2017-05-08 23:51:12 +01:00
toasterbabe
72baa4e2d0
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
2017-05-08 23:43:21 +01:00
toasterbabe
90d21f5c39
woops broke little green loaded icon for all, fixed
2017-05-08 23:08:40 +01:00
toasterbabe
013da12088
Minor tweak - this probably makes more sense to the casual player, and doesn't obscure anything to people who would otherwise know what checksum means.
2017-05-08 22:57:14 +01:00
toasterbabe
b5b5b983a5
re-order mpause menu addons to be at top
2017-05-08 21:43:56 +01:00
toasterbabe
54ac157c6c
Disable log.txt, errorlog.txt, and config.cfg from being "loadable" (exec-runnable) from the addfile menu.
2017-05-08 21:04:26 +01:00
Monster Iestyn
9238b2d50f
Merge branch 'level-specials-setup-stuff' into 'master'
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Level specials setup stuff
Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:
* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.
See merge request !88
2017-05-08 15:15:50 -04:00
toasterbabe
06721bd041
kill/resurrect secrets if to be changed
2017-05-08 18:42:24 +01:00
toasterbabe
1fc835e4a3
Made the refreshdirmenu stuff SLIGHTLY less hacky.
2017-05-08 17:28:48 +01:00
Monster Iestyn
41130465b4
Use NF instead of normal P_SetMobjState to prevent endless looping
2017-05-07 22:21:17 +01:00
toasterbabe
4c495cafc9
thanks mi for my life
2017-05-07 20:59:20 +01:00
toasterbabe
59dfba967f
Change from "on/off" to "yes/no" - makes more sense here
2017-05-07 20:50:48 +01:00
toasterbabe
4e0d015803
Good:
...
* Improved layout of addons menu.
* Disabled input for 5 tics after a console-touching enter key command on the menu, so that weird stuff doesn't happen.
* Added Add-on options.
* cv_addons_option - chooses save location. A little smaller in scope than the weird Default/HOME/SRB2/Custom thing for screenshots - now it's SRB2 Folder and Custom.
* cv_addons_folder - goes with Custom for above.
* cv_addons_md5 - chooses whether to identify files on the addons menu with name comparison only, or with checksum comparison as well (more intensive hence not default).
* cv_addons_showall - chooses whether to show just supported file extensions, or all
* Some minor other refactors.
Bad:
* Screenshot options menu crashes on access for some reason (to do with itemOn not being valid?????) looking into
2017-05-07 17:14:57 +01:00
Nevur
ea2846394e
More PK3 work. Now we're getting somewhere.
...
-DEFLATE-compressed lumps work properly now.
-All "big" lumps are supported now with the exception of WAD maps.
Notes:
-Compiler spits out a shitload of warnings still.
-Individual lump reading clashes with folders of the same name (see TEXTURES lump, and the Textures/ folder).
Signed-off-by: Nevur <apophycens@gmail.com>
2017-05-07 12:30:06 +02:00
toasterbabe
f3b054fc8f
Consistency with deeznux.
2017-05-06 23:44:21 +01:00
toasterbabe
a4fc3372ca
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
...
# Conflicts:
# src/m_menu.c
2017-05-06 23:24:21 +01:00
toasterbabe
a59dc43cfd
Appropriate rename. (I would have done more in this commit, but I need to merge deez nux.)
2017-05-06 22:56:13 +01:00
Monster Iestyn
a2915bbb5d
Merge branch 'Deez_NewUserXperiences' into 'master'
...
New User Experiences - Menus, Closed Captioning, and other non-substantial tweaks
Hello! I'm going to words.
* Menu stuff!
* Scrolling menus when there's lots of options instead of doing lots of nestling!
* Video Options, Server Options, and Screenshot Options have been updated to take advantage of this.
* Headings are prettier in general to match the level platter's headers!
* Expose a bunch of stuff Mystic wanted exposed, without iundating the player!
* Little arrows!
* Better, clearer control menus!
* I know this is probably related to the above, but whatever.
* Very organised with lots of renaming and magical clarifying context headings!
* Killed the analog-only Camera L/R keys in favour of merging them with the regular turn keys in that context!
* Also little arrows!
* Statistics!
* One page instead of two, loses a lot less info than you'd expect!
* The benefit of having them on one page is greater than the loss of being able to individually discern which of your Score/Time/Rings is incomplete.
* ALSO also little arrows!
* Secrets checklist!
* Scrolls vertically!
* Allows for autogeneration of conditions based off conditionset, which allows for names of required levels to be hidden if you haven't played them yet!
* Still allows overriding condition string per traditional checklist.
* This allows us to show every secret's condition without letting it be spoiled or overflowing the everything.
* Also ALSO also little arrows!
* Closed captioning!
* Console command "closedcaptioning on/off".
* Shows stuff in the bottom right hand corner of the screen.
* sfxinfo[sfx_name].caption = "Butt.".
* S_StartMusicCaption(string, tics, optional player) allows for a caption to play without being anchored to a specific sound.
* Color Profile!
* Using only the best in advanced cube-based majyks.
* cv_gamma now goes from -15 to +5!
* cv_saturation - from 0 to 10!
* A new menu for modifying the hue, saturation and gamma of specific corners of the cube (RYGCBM) independently of the master options!
* Screenshots/Video Mode now supports turning on/off circumstantial color profile alterations (cv_screenshot_colorprofile).
* Spring cleaning!
* cv_allcaps is dead.
* Sudden death and old match scoring (25 points for shield damage as the only change??) is dead
* A few things are taken off the menu because they're not that relevant to have.
* cv_competitionboxes now applies to race as well.
* Failed teleports go nuh-uh.
* Question mark boxes don't have doomednums anymore, so they can't be placed in singleplayer and used to get free lives by playing with the tv_extralife etc stuff.
* Other tidbits!
* HUD offsets are tweaked to give one digit less space to score and one digit more space each to time and rings to match up the right edges.
* Emerald tokens show up on the level complete screen and are loaded into a coin slot at the end of the tally.
* Speaking of Emerald tokens, they now give score all the time, and continues instead of 50 rings when you have all Emeralds.
* Moved Race HUD down, and made it go bing bing bing BONG.
* V_DrawCroppedPatch now properly handles topdeltas.
* Minor tweak to GFZ3 eggmobile's pinch to be more lenient.
* Hudnames for skins now replace full stops with katakana dots. We could make it replace a different character instead if we really wanted to, but I figure this matches what is desired.
Check out ```<root>/!LatestSRB2Files/srb2win_branch_deeznux.exe``` to try it out.
See merge request !91
2017-05-06 17:53:41 -04:00
toasterbabe
bf740f60cc
Whitelist menu stuff so VAda can have his XP themed icon set without setting ismodified. ;P
2017-05-06 20:22:47 +01:00
toasterbabe
da239d36e8
background https://cdn.discordapp.com/attachments/293238104096112641/310476917218344970/srb20012.png
2017-05-06 19:14:50 +01:00
Nevur
8ef6d6fd9e
A bit more work on PK3.
...
-Expanded folder recognition for PK3s. Some resources are still not loaded from them yet.
-Took a glimpse at how maps are loaded, since the flat recognition is rooted somewhere there; did nothing yet about it though.
-Working towards "generalizing" how new resources are handled. Some var and functionality redundancy is still present.
2017-05-06 16:52:53 +02:00
toasterbabe
de46e72545
* "Type to search..." prompt.
...
* Menu shuffling for addons. Shows up on main menu and MP pause menu if you're host/admin (not encouraged in SP).
* The menu yells at you in red text if you're playing, warning of issues.
2017-05-06 14:59:54 +01:00
toasterbabe
b1785e1f97
Improved conditions for case insensitive filesystem support.
2017-05-06 14:23:51 +01:00
toasterbabe
afe24bd4f0
Get rid of stack overflow code because filesystem case insensitivity is Windows exlcusive, so we can just create a wrapper function for there instead of rolling our own.
2017-05-06 13:37:10 +01:00
toasterbabe
b2cbbb63c6
Prevent holding down one of the string change keys being free lag generation.
2017-05-05 22:22:49 +01:00
toasterbabe
50db610fc8
Fixed bug for single folder search results.
2017-05-05 22:18:48 +01:00
toasterbabe
03eb1a5d56
* Make no results instead of generic search search message. https://cdn.discordapp.com/attachments/293238104096112641/310153659356938241/srb20007.png
...
* Page up and page down now work!
2017-05-05 22:15:16 +01:00
toasterbabe
0081fa839d
Search box is now standardised in style, and the menu is jiggered around a little bit for cleanness! https://cdn.discordapp.com/attachments/293238104096112641/310143962440794114/srb20006.png
2017-05-05 21:02:37 +01:00
toasterbabe
308503d5b8
Little polish things I forgot to tweak.
2017-05-05 16:53:17 +01:00
toasterbabe
8f2490d588
Search!
...
https://gfycat.com/DizzyEnergeticCygnet
I will make it prettier.
(Also: stristr. Since the Windows (and others?) standard library doesn't have it for some reason, I modified code someone put on StackExchange as a stopgap; once I'm ready to get on IRC for the day, we'll discuss attribution/rewriting.)
2017-05-05 16:29:46 +01:00
toasterbabe
ba04e982b2
Make the temperature gauge for added WADs start at zero, not however much the mainwads provided.
...
Also, mainwads now accounts for music_new, and that's added via DEVELOP instead of something we might forget to remove later.
2017-05-05 14:43:39 +01:00
toasterbabe
c7c88b7d99
Change sounds and start element for folder navigation.
2017-05-04 22:52:49 +01:00
toasterbabe
e2ca5b53a1
Bonk. Thanks be to MI.
...
https://cdn.discordapp.com/attachments/293238104096112641/309777511871545354/srb20006.png
2017-05-04 20:50:21 +01:00
toasterbabe
0c565dc2f8
Pretty! https://cdn.discordapp.com/attachments/293238104096112641/309741256618147841/srb20005.png
...
Will upload patch.dta when I can.
2017-05-04 18:57:36 +01:00
toasterbabe
09b659c67a
Fix cross-platform preparefilemenu's function signatures, and rename the one input it takes over-all to make more sense.
2017-05-04 16:22:58 +01:00
toasterbabe
ca038e8fb6
Split non-drawing functionality outside of M_DrawAddons.
...
Also, make the bar full if you've somehow managed to hit MAX_WADFILES, so you're not susprised.
2017-05-04 16:22:02 +01:00
toasterbabe
55fe0592cd
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
2017-05-04 11:54:54 +01:00
toasterbabe
3521fbae4e
Improved the temperature gauge for how close you are to hitting the wadlimit.
...
* It now has a more natural colour graduation. https://cdn.discordapp.com/attachments/272849790285512717/309624385730379777/srb20009.png
* It now considers the amount of space adding a file with a very short name would take up, and subtracts that from the total span to get a hopefully more accurate reading.
2017-05-04 10:48:53 +01:00
toasterbabe
055b59f6fb
Did some research, discovered implementing rewinddir() was as easy as setting a value to zero! Now we don't have to open and close the same folder, but instead just jump back to the beginning.
2017-05-03 22:57:48 +01:00
toasterbabe
66f56bbba3
* Menu always updates for file load... by doing the refresh in the drawing function, eep. Oh well.
...
* M_StartMessages when file loading goes wrong! (Determined by CONS_Alerts of warning level CONS_WARNING and CONS_ERROR happening after W_LoadWadFile has been called.)
* Now actively tries to keep your place on the menu if files are deleted between calls to preparefilemenu().
* More enums! DIR_ (for if you want to try embed more metadata in the dirmenu strings) and REFRESHDIR_ (for refreshing the menu and handling warnings).
* Handle changing size menu between calls to opendir() better.
* Don't crash on draw/enter attempt if one of the dirmenu's is null.
* Moved the addons menu to OP_MainMenu instead of MainMenu for now so it can be tested in MP without needing to mess with several menus.
* Display the amount of space used for serverinfo_pak's fileneeded on the addons menu, both visually and with a percentage.
2017-05-03 22:36:08 +01:00
Nevur
b60010f0f1
Tweaked so that it spits out an error for unsupported compression formats.
2017-05-02 19:20:29 +02:00
Nevur
0c73dae57d
Submitted changes so far. Deflate doesn't work yet, apparently.
2017-05-02 18:04:16 +02:00
toasterbabe
da003d61c3
Checking whether a file is loaded or not in the menu, and then forbidding multiple load attempts!
...
Obviously this doesn't work for files you run using exec, but that is the nature of things.
2017-05-02 15:10:52 +01:00
Nevur
9246ab8429
Tweaked lump reading functionality.
...
-Removed functions exclusively used by W_ReadLumpHeaderPwad.
-Merged those functions into the main one, optimized the structure.
2017-05-02 15:40:31 +02:00
toasterbabe
20fff0ef23
More feature-rich and better engineered.
...
* Instead of needing to press backspace, going back is now handled via an "(up arrow) UP..." entry in the table.
* Maximum depth is now #define'd instead of dotted around everywhere.
* Enums!
* Exec for .txt (with confirmation dialog) and .cfg (without)!
* Complaints about folders and etc now mention the folder names.
* A shrinking folder now prevents dir_on[] from going beyond its end.
2017-05-02 11:51:37 +01:00
toasterbabe
881f5e70ce
* Additional, better freeing.
...
* Position remembering when going up a level.
2017-05-02 00:12:07 +01:00
toasterbabe
605580358d
Addfile menu!
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Basic as fuck UI, and the controls for manipulating it suck, but the basic elements of the feature set I'm looking for have been implemented in some form or another. More at a later time.
MI, be glad I didn't do this in deeznux ;P
2017-05-01 23:40:08 +01:00
Monster Iestyn
1e59a807e4
Merge branch 'skybox-improvements' into 'master'
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Skybox improvements
Some improvements to skyboxes and new features for them:
* *The Thing's Z position now determines the relative z position of a skybox viewpoint from the ground, the Thing's angle no longer affects the Z position at all.* This should also fix objectplace breaking skyboxes after you place a Thing, and allow Z heights to be more easily controlled by custom skybox mobjs set by Lua's `P_SetSkyboxMobj`.
* The skybox viewpoint Thing's "Parameter" value (or the multiple of 4096 added to the Thing type, if you're still using SRB2DB) determines the ID number for a viewpoint or centerpoint, a value between 0 and 15. By default the game uses the viewpoint and centerpoint using ID 0. Note: this ID system does not apply to custom skybox mobjs set by Lua, only to `MT_SKYBOX` mobjs spawned by Things for a map.
* **Linedef type 448** has been added as a linedef executor special for changing the skybox viewpoint and/or centerpoint used, making use of the new ID system mentioned above:
* By default, only the *viewpoint* will be changed. The front x offsets set the ID of the new viewpoint to use; if the number is out of range (numbers accepted are 0 to 15), the game will simply not use any viewpoint at all.
* If the "*Block Enemies*" flag is set, the centerpoint will be changed as well. In this case the front y offsets set the new centerpoint ID to use.
* If the "*Solid Midtexture*" flag is set, the viewpoint will **not** be changed at all. Combine this with Block Enemies to make the linedef type change only the centerpoint if needed (otherwise the linedef will do nothing lol).
* By default, only the player who triggered the linedef will see the skybox being changed. If a player did not trigger the linedef executor directly, no change will be seen by anyone. If the "*Not Climbable*" flag is set, the skybox change will be "global", i.e. it will be seen by all players in the map.
In my folder on the FTP I've made a subfolder called "skybox improvements", and in it are the following files:
* srb2win-skyboximprov.exe - the test exe for this branch I've compiled myself
* skyboxchange-test.wad - an edit of my test map for my skybox change Lua script release on the MB, to test out the new skybox change linedef type.
See merge request !89
2017-05-01 14:38:33 -04:00
Monster Iestyn
7f936d8b57
Add CONS_Alert warning as toaster suggested
2017-05-01 19:34:53 +01:00
Nevur
1b881afb99
Remember when I said I'd stop for today? I lied.
...
-Lumps are loaded fine now. Essentially non-compressed PK3s are supported now.
2017-05-01 19:16:30 +02:00
Monster Iestyn
c4e7bef01a
Merge branch 'public_next'
2017-05-01 17:38:35 +01:00
Nevur
e125dedbe9
sdad
2017-05-01 18:33:41 +02:00
Nevur
65b89f6c0f
Oops. It should compile now.
2017-05-01 16:43:52 +02:00
Nevur
2c614f8f2c
More work on PK3 handling.
...
-Moved the MD5 check for added files up so it avoids unnecessary work when you mess up and re-add a file.
-Using compression enum for compressed lumps now.
-Vastly improved central directory seeking algorithm, big files are read fine now. Thanks a lot JTE!
-Improved remaining central directory navigation algorithm, we know and expect what data is coming from now on, after all.
-TX_ textures and sounds are replaced, but textures crash the game on mapload, and sounds are simply mute when replaced. Might have to do something with caching, I don't know yet.
2017-05-01 16:37:32 +02:00
toasterbabe
59397d7cb3
More sound naming consistency! (Sorry.)
2017-05-01 13:48:20 +01:00
toasterbabe
1af1bbee3e
Free level select memory whenever it isn't possible to go back to the menu.
2017-05-01 12:56:18 +01:00
toasterbabe
5180bff05b
Fix typo.
2017-05-01 11:40:02 +01:00
Monster Iestyn
18fa73ba05
Merge branch 'admin-ban-fix' into 'next'
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Admin ban fix
Okay, THIS time admin bans should work properly. Turns out the relevant code for banning did not properly consider the case of admins doing the banning, at least until now.
Unlike my last attempt at fixing admin bans (!165 ), this one would require both host and admin to have the fix exe assuming everyone else would be using 2.1.17, so I'm merging to next instead of master.
See merge request !167
2017-04-30 21:05:07 -04:00
Monster Iestyn
0dabef730d
Merge branch 'allowteamchange-fix' into 'next'
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Allowteamchange fix
Fixes "allowteamchange no" to actually work properly and NOT desync you from the game in most cases. You can now switch TO spectator freely (as intended it turns out), and switching FROM spectator is prohibited. The "Enter Game" menu option in Match/Tag now displays one of those blue window notices just like with "Change Teams" in CTF/Team Match if you cannot change teams right now. Everything else works as you'd expect.
The de-sync issue was originally reported here https://mb.srb2.org/showthread.php?p=789965#85
See merge request !168
2017-04-30 21:04:07 -04:00
Monster Iestyn
ce1422a70b
Starting work for v.getSpritePatch and v.getSprite2Patch, dunno if these work yet mind
2017-04-30 22:53:05 +01:00
toasterbabe
d669a4e84a
Introducing pMasterPalette.
...
Used instead of pLocalPalette when attempting to determine objective truths, such as "the colours of this gif without color profile modification" and "what indicies should this colormap remap to".
Also, made f_wipe.c's paldiv only get calculated once.
2017-04-30 22:18:06 +01:00
Nevur
448ceefe84
Little progress made. The code from everywhere still looks for the basic WAD structure of the lumps.
...
-Removed a redundant boolean related to texture loading in P_AddWadFile.
-Started working on handling PK3s differently, except that I'm not sure about what I'm doing.
I don't know what to do from now on for today, so I'll leave it here for now.
2017-04-30 20:05:26 +02:00
toasterbabe
cfd47d33e9
Got rid of redundant writes.
2017-04-30 18:15:46 +01:00
toasterbabe
bb764a7b30
Stacked force shield icons instead of the full-flashing dichotomy.
...
https://cdn.discordapp.com/attachments/293238104096112641/308275437782433792/srb20025.gif
THIS IS THE LAST THING I PROMISE
2017-04-30 17:25:18 +01:00
Nevur
376d2a2da3
Further work on PK3 support.
...
-PK3 files are now properly loaded as files.
-PK3 lumps are still being treated the same way as WAD files. It means they're dependant on markers, if that makes any sense in the context of a ZIP file (it doesn't). I haven't worked out this part yet but I obviously intend to do so.
-I don't know if the lumps' position address is correct, we'll figure out when I fix the thing from above.
2017-04-30 17:43:11 +02:00
toasterbabe
588ef776da
Stop the s3k shields spawning in ultimate. Whoops! (I considered it okay to modify in this branch because box spawning was already tweaked here.)
2017-04-30 15:41:03 +01:00
Nevur
afba4b2abd
Started to work towards PK3 support.
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-Tweaked compression conditional to a switch-case format, looking towards adding several comrpession algorithms; haven't removed the previous "compressed" boolean yet.
-Added dynamically allocated name strings for lumps; haven't removed the previous name field.
-Added rudimentary PK3 central directory recognition; nothing is actually loaded in the end.
2017-04-30 14:49:33 +02:00
toasterbabe
1e051a8893
Improve captions code clarity, and also make music captions flash before they disappear.
2017-04-30 11:16:31 +01:00
toasterbabe
9affcd98cb
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences
2017-04-30 10:46:53 +01:00
toasterbabe
52b19da009
Add a little header to the colour cube menu so you see the state of ALL of the colours, not just the three that fit on screen at once.
...
https://cdn.discordapp.com/attachments/293238104096112641/307998638246723597/srb20016.png
2017-04-29 23:00:40 +01:00
toasterbabe
3523d6ab8a
Final modifications to the control menu.
...
* Completely hides instead of greying stuff out.
* "Modifications" has been renamed to "Add-ons", since that's a more direct term.
2017-04-29 22:42:16 +01:00
toasterbabe
fb6045dd7d
Last few improvements for normal menus.
2017-04-29 22:01:14 +01:00
toasterbabe
2f435dd85a
Make closedcaptioning's onchange give an indicator of success.
2017-04-29 18:51:21 +01:00
toasterbabe
82cbb3d282
Some final name updates for now.
2017-04-29 18:24:37 +01:00
toasterbabe
22f5b67af6
Fixing a race condition forcing speed shoes captions to disappear almost instantly.
2017-04-29 18:10:09 +01:00
toasterbabe
b1d5bc3190
Reset captions where appropriate (including in S_StopSounds(), as it should have been doing all along).
2017-04-29 17:53:24 +01:00
toasterbabe
e0d7b1ae24
Music symbol for music. (requires patch.dta)
2017-04-29 17:18:19 +01:00
toasterbabe
a625c4f725
Katana dot in hudnames, as desired.
2017-04-29 17:04:13 +01:00
toasterbabe
0af9de2ba6
Bugfix: When you stop hearing the music, allow the caption to expire sooner rather than later.
2017-04-29 16:40:31 +01:00
toasterbabe
73f1550242
There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though.
...
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)
Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
2017-04-29 16:27:52 +01:00
toasterbabe
94add11fab
Updated captions to:
...
* be more efficient
* fade away early if they stop playing
* make their current max stick-around time longer
* make the fade time/etc easier to modify
2017-04-29 12:58:40 +01:00
toasterbabe
bdaa0aea9b
More coherent sound selection to prevent confusion of token and score boxes.
2017-04-28 22:55:54 +01:00
toasterbabe
deba4dcf0d
Made updating the captions a part of S_UpdateSound(), not SCR_ClosedCaptions() (which really should have been render-only all along).
2017-04-28 22:46:21 +01:00
toasterbabe
2d9c37d800
MONITORS IS UNFUCKED
...
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.
Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
2017-04-28 22:45:17 +01:00
Monster Iestyn
21950687ed
Make sure noreload levels don't do anything weird with the skybox mobj pointers, especially if Lua was involved
...
We can assume skyboxviewpnts/skyboxcenterpnts sort themselves out from reloading all the Things at least I guess?
2017-04-26 21:34:22 +01:00
Monster Iestyn
bdb3c2ea0e
extrainfo now determines "skybox ID", a number between 0 and 16 to identify the viewpoint or centerpoint
...
also I made that change skybox linedef exec special I guess (linedef type 448)
2017-04-26 18:16:01 +01:00
Monster Iestyn
6c619af9ce
Use the skybox mobj's actual z position, rather than using the spawnpoint angle!
...
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
2017-04-26 17:12:57 +01:00
Monster Iestyn
5608c4b4e7
Merge branch 'public_next'
2017-04-26 16:17:29 +01:00
Monster Iestyn
058ad4df88
Merge branch 'master' into next
2017-04-26 16:15:40 +01:00
Monster Iestyn
1462c638cb
Added the "lua_lumploading" variable for restricting certain Lua functions to lump load time only
2017-04-25 21:45:53 +01:00
Monster Iestyn
d4c330678a
level header's "forcecharacter" parameter doesn't take skin numbers anymore, so this isn't needed!
2017-04-25 20:39:32 +01:00
toasterbabe
8ae91de9db
Per Inu's request, semi-broken (both game mechanically and engineering wise) directional information has been removed from the Captions. It's now "in-level" (dot) and "sourceless" (no dot) only.
2017-04-25 16:03:51 +01:00
Monster Iestyn
c16ae57f91
Merge branch 'addfile-directories-fix' into 'next'
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Addfile directories fix
This is a fix for this bug: https://mb.srb2.org/showthread.php?t=42279
See merge request !166
2017-04-24 20:46:38 -04:00
Monster Iestyn
e03577d957
Merge branch 'falling-rocks-fix' into 'next'
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Falling rocks fix
This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963 )
See merge request !162
2017-04-24 20:41:32 -04:00
toasterbabe
c7c908eed3
Emerald tokens being used as actual game tokens on the end-of-act screen!
...
https://gfycat.com/PlumpShowyBream https://gfycat.com/AlarmingLoathsomeBelugawhale
2017-04-24 21:56:17 +01:00
Monster Iestyn
f099782c91
Spinning/swinging maces/chains and Particle generators can now use P_FindSpecialLineFromTag!
2017-04-24 21:05:28 +01:00
Monster Iestyn
13cb656f0b
Whoops forgot this
2017-04-24 20:43:58 +01:00
toasterbabe
922603fbca
Fix V_DrawCroppedPatch's handling of topdeltas.
2017-04-24 20:39:32 +01:00
Monster Iestyn
4e96f624e7
Split off part of P_SpawnSpecials into a new function called P_InitSpecials
...
This allows tag lists, gravity, weather, and the "CheckFor" vars to be initialised before running P_LoadThings or P_ResetDynamicSlopes, in case they could affect mobj spawning or cause a netgame desync somehow by carrying over the previous level's values
2017-04-24 20:33:39 +01:00
yellowtd
068c9d6294
titlemap - skipintro bugfix
...
game crash with -skipintro enabled, hopefully fixes it and causes no issues anywhere else
2017-04-24 12:52:51 -04:00
Monster Iestyn
7f7c7c58ab
Use less-than, not less-than-or-equals, since deststop is off-screen
2017-04-24 17:41:50 +01:00
toasterbabe
9c58d1def8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences
2017-04-24 15:50:20 +01:00
toasterbabe
18ad6a3a0d
Minor tweak to the balance of GFZ3.
2017-04-24 15:38:22 +01:00
toasterbabe
60b7649141
Complete the secrets checklist.
2017-04-23 18:45:54 +01:00
toasterbabe
8d477aefd5
Minor improvements here and there.
2017-04-23 01:12:00 +01:00
toasterbabe
aed8b0b9fd
#moreclues (except instead of clues they're sound name fixes)
2017-04-23 00:49:57 +01:00
toasterbabe
785213827b
Made the code easier to maintain, and added support for more UC's.
2017-04-23 00:39:20 +01:00
toasterbabe
bcf0df7cb6
Ended up being stressed and not getting any real work done, so figured I'd finish up the checklist system.
2017-04-23 00:16:09 +01:00
toasterbabe
9a8ae7cd64
Okay, I lied. Here's a little bit of cleanup.
2017-04-22 12:53:57 +01:00
toasterbabe
c1bd4f570c
The start of an unlockable checklist revamp. Require more UC_ constant acknowledgement and the ability to scroll, but I can't work on this for a while so.
2017-04-22 12:14:15 +01:00
toasterbabe
f8c09d7475
More better sound names. (I'll push something good at some point, I promise!)
2017-04-21 23:41:31 +01:00
toasterbabe
7556b407b2
Fix crash on loading level without a header.
2017-04-21 23:37:14 +01:00
toasterbabe
37fc95ca08
Added modifying sound captions to Lua infolib.
...
Also, replaced ridiculously ambiguous "impossible error" with more descriptive alternative.
2017-04-21 21:54:56 +01:00
toasterbabe
3cce495675
Made PCX use cv_screenshot_colorprofile.
...
Also, optimised gif headwrite's palette writing.
2017-04-21 20:29:06 +01:00
Monster Iestyn
ed9dfaa617
Merge branch 'master' into polyobject-checksight-fix
2017-04-21 16:32:38 +01:00
Monster Iestyn
f77e107c1a
Merge branch 'no-doubling-texture-heights-plz' into 'master'
...
No doubling texture heights plz
If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway).
srb2win-nodoubletexheight.exe can be found in my FTP folder.
See merge request !85
2017-04-20 21:00:48 -04:00
yellowtd
fd97fdd683
titlemap - cameraref subsector
...
apparently it recalculates without this line, so it should give a tiny performance boost?
2017-04-20 20:26:32 -04:00
yellowtd
cf454dd6fc
titlemap - Fix impending doom (???) camera mobj search
...
the last implimentation would have apparently stopped working eventually? Idk
2017-04-20 20:26:13 -04:00
yellowtd
f70b89b22a
titlemap - support for map camera object
...
allows a camera thing to be placed for alternate camera placement besides player and DM starts
2017-04-20 20:25:53 -04:00
Monster Iestyn
839dc6bcc1
Merge branch 'hud-drown-numbers-fix' into 'master'
...
First person HUD drown numbers fix
This branch fixes the following issues with the first person HUD when drowning:
* "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0
* SF_MACHINE's special drowning numbers from 3rd person not being used
See merge request !80
2017-04-20 16:20:00 -04:00
toasterbabe
aa475c9d26
Realised color profile disabling for screenshots didn't work in GL, so updated the menu to show that.
...
Also, made other minor menu tweaks.
2017-04-20 20:16:10 +01:00
toasterbabe
4f59fa35b3
Add headings to Video Options menu.
2017-04-20 19:27:19 +01:00
toasterbabe
8b46ee76ff
Disable colour profile influence on screenshots and gifs if you want.
2017-04-20 18:59:27 +01:00
toasterbabe
9d46ba281f
Screenshots now contain the palette you're actively looking at, as opposed to the palette the game/map has! This makes sense for colorblind users being able to store their precious memories, and it matches up with how gifs palettise.
2017-04-20 13:17:11 +01:00
toasterbabe
29d5af61c1
Correcting gamma to match base SRB2.
2017-04-20 13:15:32 +01:00
toasterbabe
bef9520556
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences
2017-04-19 23:03:47 +01:00
toasterbabe
c3840ba01d
Colour Cube Calibration Menu! (called "Advanced Color Settings" because No Fun Allowed...)
...
https://cdn.discordapp.com/attachments/237798387070664724/304343382073933824/aa.png
Also, a "Reset all" button for the Monitor toggle menu, a ton of new cvars to match up with the colour cube calibration, and a bunch of variable renames related to colour cube operations.
2017-04-19 22:24:28 +01:00
Monster Iestyn
3edbf0a085
Fixed P_CheckSight not considering polyobject top and bottom at all
...
This was actually kind of easier to do than I expected, though I can't tell if there's anything else I need to do or not
2017-04-19 22:19:46 +01:00
Monster Iestyn
f0256c41be
Be gone ye old texture hack
2017-04-19 20:00:19 +01:00
Monster Iestyn
8ffa741cda
Merge branch 'master' into mapthing-spawn-hook
2017-04-19 17:46:38 +01:00
Monster Iestyn
3ff899858c
Merge branch 'master' into opengl-improvements
...
# Conflicts:
# src/doomdef.h
2017-04-19 14:53:50 +01:00
toasterbabe
9b13caccae
greem
2017-04-18 23:40:57 +01:00
toasterbabe
c2edd6224d
Figured out what was up. I didn't quite understand my original array!
2017-04-18 23:38:38 +01:00
toasterbabe
83e16da83b
Introducing the Colour Cube! https://cdn.discordapp.com/attachments/293238104096112641/304015171385294850/aa.png
...
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.
Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
2017-04-18 23:21:10 +01:00
yellowtd
b68d1ebdb3
titlemap - fix game crash with skybox point
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game crash on skybox object use fix
2017-04-18 17:47:20 -04:00
toasterbabe
eea7dc4224
Fixed titlemap wipe lasting too long/happening twice over
2017-04-18 17:46:26 -04:00
yellowtd
217f7ebd38
miru asked me for help and im a smelly toast
...
* Fix Crashes With Respect To Switching Between The Normal Title And Her Magic One
* Clean Up A Bit Of Code
2017-04-18 17:45:43 -04:00
yellowtd
1c93b07c86
Titlemap - Maincfg variables, unplayability crash fixes
2017-04-18 17:36:54 -04:00
yellowtd
7e43272932
begin titlemap
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idk my bff jill
2017-04-18 17:23:23 -04:00
Monster Iestyn
0f2c9c40a2
Hardcoded the big gargoyle
2017-04-18 20:38:13 +01:00
Monster Iestyn
941ab72204
Hardcode new/updated xmas scenery object type/state info
2017-04-18 18:32:52 +01:00
toasterbabe
e34e8f85e2
Including a statement about performance on the resolution menu.
2017-04-18 17:45:43 +01:00
toasterbabe
6d7355e9af
Add score on Emerald Token pickup (and make the all-emerald bonus a continue in SP) as requested.
2017-04-18 17:45:23 +01:00
Monster Iestyn
0e358b3d9f
Add new Pity shield orb state info, remove unused Pity states
2017-04-18 17:36:04 +01:00
toasterbabe
8e3a3e792e
Moved the Race HUD down a little bit, and improved the sound selection.
2017-04-18 16:42:42 +01:00
toasterbabe
39fa4fea4a
* Update some sound names.
...
* Make the continue and the flag capture use different sound numbers.
* Make the fancy new race countdown go beep.
2017-04-18 15:57:52 +01:00
toasterbabe
8aa3928458
A consistency error I should've caught earlier, considering this sound is used for DSZ3's missiles as well as GFZ3's laser.
2017-04-18 12:53:16 +01:00
toasterbabe
cf82ef1f79
As requested by Mystic in That Topic, made the end-of-act time bonus for 30 seconds halved and removed the 45 seconds bonus option.
2017-04-18 12:33:19 +01:00
toasterbabe
e93e5176c0
Consistency in firing sound naming.
2017-04-18 12:32:30 +01:00
toasterbabe
528132ad6d
Sound always happens on SoundOptions menu now. It was weird not having those.
2017-04-18 12:32:06 +01:00
toasterbabe
fbdc8d3d9e
MP pause menu text for Player setup loses the 1 if you're not in splitscreen
2017-04-17 22:41:23 +01:00
toasterbabe
c8186644e7
Improved splitscreen offsets.
2017-04-17 22:34:38 +01:00
toasterbabe
314870bdc2
Support captions for player 2 in 2-player. (You can't tell which screen the sounds are coming from without visual cues normally, so there isn't two seperate caption lists.)
2017-04-17 22:21:16 +01:00
toasterbabe
dd566b77b9
More improved sound names.
2017-04-17 19:52:44 +01:00
Monster Iestyn
93efb3084e
Merge branch 'mi-a-bit-of-cleanup' into 'master'
...
MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
2017-04-17 14:43:50 -04:00
Monster Iestyn
798628eef1
Merge branch 'mi-minor-refactoring' into 'master'
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MI minor refactoring
Just moving the locations of some consvar externs from d_netcmd.h to other header files in which I think they should REALLY belong. Ultimately this should not affect gameplay whatsoever, it's just code cleanup.
See merge request !81
2017-04-17 13:40:51 -04:00
toasterbabe
08e7a7cb4d
Clean up captions code to allow for different numbers defined at compile time.
2017-04-17 18:15:42 +01:00
toasterbabe
bec7a184f1
Bweh heh heh.
2017-04-17 17:16:21 +01:00
toasterbabe
c95fcab831
Slight table update.
2017-04-17 15:55:07 +01:00
toasterbabe
74169529fb
Correcting a ridiculous crash-causing oversight.
2017-04-17 15:53:54 +01:00
toasterbabe
ff97b3aed4
Alter offsets of HUD numbers a little bit to satisfy OCD (have discussed with Mystic, he offered a solution similar but not identical to what I am committing)
2017-04-17 15:42:01 +01:00
toasterbabe
3551509ed8
* Remaster the sound stacking methodology such that the same sound effect updates its previous position rather than heading to the bottom.
...
* Put brackets around the sound names on the reccomendation of a friend who works with disability in gaming.
* Update a bunch of sound names to better match what they actually do in SRB2.
2017-04-17 14:38:56 +01:00
toasterbabe
db282caefe
* Fix a bug with sounds overlapping.
...
* Make sounds with identical names (as opposed to just identical sfx's) stack together.
* Corrected a few names.
2017-04-17 02:03:44 +01:00
toasterbabe
3e29ee3f01
Closed captioning!
...
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.
* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.
* Also, made V_StringWidth work with V_NOSCALESTART.
2017-04-17 01:09:47 +01:00
toasterbabe
7c07978277
Disable irrelevant/dangerous-to-tweak options on the server menu under cetain conditions.
2017-04-16 15:00:58 +01:00
toasterbabe
dff95bc30a
Further tweak to server options menu, returning resynchattempts to the menu alongside taking Master Server out of data options because that doesn't make sense at all
2017-04-16 14:20:38 +01:00
toasterbabe
24192f54d1
Revamp statistics screen to put everything on the same page. http://imgur.com/a/kZrfm
...
* Also, inverted the direction of PGUP and PGDN.
2017-04-16 00:12:37 +01:00
Monster Iestyn
a6f830ddff
Add the "MapThingSpawn" hook to Lua
2017-04-15 21:41:22 +01:00
toasterbabe
b0ebb40913
Headers for the controls menu.
2017-04-15 21:40:30 +01:00
toasterbabe
f35cac3b55
Rejigger Server menu a smidgen to encourage scrolling down, clean up, and reinstitute hidetime.
2017-04-15 20:25:53 +01:00
Monster Iestyn
7629a0710e
Make sure quakes are scaled for skyboxes
...
While I was at it I also refactored most of the skybox view scaling code so it isn't needlessly duplicated
2017-04-15 20:21:54 +01:00
toasterbabe
68f5460387
* Added little arrows to the statistics pages.
...
* Made it possible to switch statistics pages using left and right arrows. Their previous functionality has been given to Page Up and Page Down.
* Swap over header style to the new version for everything.
* Move Master Server into Data Options, since it needs to be exposed somewhere.
2017-04-15 16:41:27 +01:00
toasterbabe
2a40804ea2
Offset tweak so "General" on the netgame settings menu doesn't go only SLIGHTLY off the screen and stop appearing when you scroll down.
2017-04-15 15:42:25 +01:00
toasterbabe
fd5c72d4c0
* Revamp sounds menu to show you the current status of the different kinds of sounds and musics, and basically behave like a cvar without being a cvar.
...
* Show resolution on main Video page.
* Optimise by using V_RightAlignedString instead of V_DrawString with V_StringWidth.
* Revamp sliders. (Requires a new patch.dta I'll upload in a little bit in order to be perfect, but does pretty well w/o replacement graphics too.)
2017-04-15 15:36:19 +01:00
toasterbabe
47bcc2747c
* Fixed highlighting text on scrollable menus.
...
* Revamped base video menu and moved all the relevant stuff from the Game Options Menu onto it. Still mulling on where to put the Master Server reference.
2017-04-15 14:05:51 +01:00
toasterbabe
e2b063b2a8
Scrolling menu option now available!
...
* Revamped Netgame Options Menu to scroll and also be less suck.
* Renamed a few other options here and there.
2017-04-15 13:36:40 +01:00
toasterbabe
cafb54cc37
* Tweak pre-key control menu. Not exactly as desired, but exposes flipcam and is functional enough for now.
...
* Change names of axes.
* Seriously defuck joystick selection for the default number of joysticks available.
* Renames a few other options.
2017-04-15 01:08:26 +01:00
toasterbabe
df8078d9a5
Move Game Status up so it shows up on first opening the menu, considering it has an effect in singleplayer but talk doesn't.
2017-04-15 00:18:56 +01:00
toasterbabe
37bd729fe8
Scrolling, monolithic control configuration page. Relies on sphere's patch.dta update for arrow symbols.
2017-04-15 00:15:09 +01:00
toasterbabe
30b10b05d3
Change analog mouse to apply turning buttons, because aa.
2017-04-14 21:01:45 +01:00
toasterbabe
85b71aa685
End to old match scoring toggle.
2017-04-14 20:51:25 +01:00
toasterbabe
174921c1e1
End to sudden death.
2017-04-14 20:46:48 +01:00
toasterbabe
95d89078f5
Removal of cv_allcaps for console stuff.
2017-04-14 20:43:30 +01:00
toasterbabe
99a04cca9c
First part of revamp: Removing Camera Rotate L/R keys, and giving the two situations where they had any unique functionality (Analog mode and NiGHTS objectplace) suitable replacements.
2017-04-14 20:29:08 +01:00
Monster Iestyn
181c8bd742
These convar externs aren't moving files, I'm just shifting them up to live with their relatives
2017-04-14 19:56:51 +01:00
Monster Iestyn
0921244ba4
Move analog consvars to g_game.h
2017-04-14 19:00:46 +01:00
Monster Iestyn
488c4071ba
Moved screenshot/movie consvar externs to m_misc.h
2017-04-14 18:14:15 +01:00
Monster Iestyn
46c3c42eba
cv_controlperkey probably belongs in g_input.h too
2017-04-14 18:02:35 +01:00
Monster Iestyn
887e7e0b7d
Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts
2017-04-14 17:45:27 +01:00
Monster Iestyn
3696463aa8
Just to make toaster happy I'll do this :V
2017-04-14 17:16:09 +01:00
Monster Iestyn
180829e95c
Rewrote first person HUD's drown numbers drawing
2017-04-13 22:09:03 +01:00
Inuyasha
5e4f960f3a
fixed drawfill to be more consistent w/ other functions
...
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Monster Iestyn
80637b336b
Starting work, noclimb inverts direction (haven't tested if it actually works or not yet)
2017-04-11 22:33:04 +01:00
toasterbabe
db4002cd7f
Remove now-unused code.
2017-04-10 11:49:14 +01:00
toasterbabe
48ed7835d7
Add a helpful comment in order to make people who look at this in future suffer less.
2017-04-10 11:41:26 +01:00
toasterbabe
e333dd62f0
I did it!!!!!!!!!!!!!!!!!!!!!!
2017-04-10 11:34:56 +01:00
toasterbabe
8ee8bd532b
Got it rendering slopes far away from the origin properly at the expense of having weird offsets near it. Still experimenting, but closer than ever before.
2017-04-10 10:51:52 +01:00
toasterbabe
54e0a0c17d
Reeeeeeeeeeeeeed fix ur slops
...
Recreated my previous code using floats in case the issue was overflowing that could be mitigated using floating point precision - but still doesn't work. Pulling my hair out.
2017-04-09 15:22:42 +01:00
toasterbabe
dca98e9eb8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into alignment_v2
2017-04-08 21:04:03 +01:00
toasterbabe
2636375f94
GL supporting.
2017-04-07 16:51:43 +01:00
toasterbabe
477ada7477
Clarified comments. In case it wasn't clear, P_SKIN now allows field patching (this was unfortunately done in the large merge commit, so easily buried).
2017-04-07 15:59:25 +01:00
toasterbabe
8f9ee2da30
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
...
# Conflicts:
# src/dehacked.c
# src/p_setup.c
# src/r_things.c
2017-04-07 15:37:22 +01:00
toasterbabe
5eda275335
Consider objectplace
2017-04-07 13:08:31 +01:00
toasterbabe
25754ad708
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
2017-04-07 12:48:48 +01:00
toasterbabe
73ea33d3a1
Fixing the fuckup I made when creating the new palette.
2017-04-06 16:42:52 +01:00
toasterbabe
f6aa546c44
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
2017-04-06 14:44:24 +01:00
Monster Iestyn
bfaf60ceef
Merge branch 'public_next'
2017-04-05 21:05:57 +01:00
toasterbabe
7d970fa2f7
Tweaked CA2's relationship.
2017-04-05 20:18:40 +01:00
toasterbabe
af2cf44f9e
* Skidding doesn't turn.
...
* Rolling only turns on keypresses at minimum horizontal speed.
2017-04-05 16:43:23 +01:00
toasterbabe
61b19aff58
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
...
# Conflicts:
# src/p_user.c
2017-04-05 16:01:02 +01:00
toasterbabe
89f518a8a3
FuriousFox discovered a crash, realised I wasn't careful here.
2017-04-04 23:12:43 +01:00
Monster Iestyn
81c3d6820e
Merge branch 'commandline_skinselect' into 'next'
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Command-line skin selecting fix
Fixed http://mb.srb2.org/showthread.php?t=42312 .
Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.
See merge request !158
2017-04-04 16:49:55 -04:00
toasterbabe
6c923b26e7
woops forgot to push this
2017-04-04 21:29:44 +01:00
toasterbabe
3efa66d537
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
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# Conflicts:
# src/m_menu.c
2017-04-04 21:03:35 +01:00
Rob
8fdbc5669c
Merge branch 'level_select' into 'master'
...
Revamped Level Select (platter view)
Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:
* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)
As a result, the layout of the last three above menus has been changed to varying degrees of difference.
Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.
Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.
Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora
See merge request !68
2017-04-04 12:23:18 -04:00
toasterbabe
76b56a0285
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
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# Conflicts:
# src/p_user.c
2017-04-04 16:55:20 +01:00
toasterbabe
d5575669fa
Handled some of MI's concerns.
2017-04-04 16:50:33 +01:00
Rob
c4984bec46
Merge branch 'changed-defaults' into 'master'
...
Suggested default settings
Making a merge request for suggested new default settings, because saying "hey, I think this would be a better default, you guys should try it" in IRC won't actually get people to give you opinions on them ;p
Camera distance is 160 now, height is 25, and speed is 0.3 (previously 128, 20, 0.25, respectively). Mouse sensitivity on both axes is now 12, previously 35. The default move/look/jump/spin keys is Mystic's proposed scheme from the New Player Experiences topic (https://mb.srb2.org/showthread.php?t=42095 ).
Camera settings also now can save to your config.cfg, and they won't try resetting back to the default at every chance it gets. (~~As a side effect, analog mode won't have higher cam_dist anymore. Poor analog mode, no one cries for you.~~ Now increases cam_dist in analog mode by x1.2!) This makes it so everything that's different can be easily reverted back to the older setting.
Test exe in my folder, <root>/TehRealSalt/srb2win_changed-defaults.exe
See merge request !75
2017-04-03 23:45:33 -04:00
toasterbabe
caeb515783
On request, swapped out MT_PARTICLE dust for MT_SPINDUST dust.
2017-04-03 19:01:30 +01:00
toasterbabe
1e64b096fd
Bugfixes and code cleanup.
...
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe
0c792ff67a
Add missing flag reads.
2017-04-03 16:05:13 +01:00
toasterbabe
1c737f33c5
Camerascale fix to apply to more stuff.
2017-04-03 13:33:05 +01:00
toasterbabe
643daa3394
Updated coloropposite table for the purpose of the .wads under development.
2017-04-03 13:23:05 +01:00
Alam Ed Arias
4fa188cf01
build: fix 64-bit builds
2017-04-01 17:22:24 -04:00
Monster Iestyn
bf29b5c6d1
Print warning message in console if line->next is NULL
2017-04-01 20:16:48 +01:00
toasterbabe
ab34bd231b
No need for oldxoffs.
2017-04-01 16:25:20 +01:00
toasterbabe
0ff036c2e2
Some progress!
...
http://i.imgur.com/yVPJQpp.png
Previously, both were visual garbage. So it's gettin' there.
2017-04-01 16:20:20 +01:00
toasterbabe
837291c013
Woops, need to ensure functional equivalence to what came before.
2017-03-31 17:08:46 +01:00
toasterbabe
d5ba29eb9b
Get plane scrolling effects working the same on and off slopes in both renderers again.
2017-03-31 16:45:47 +01:00
toasterbabe
79ec8fbf29
Minor refactor.
2017-03-31 16:29:50 +01:00
toasterbabe
b924a7d902
Interesting consideration: flat angle wasn't used to determine seperate visplanes. This is obviously incorrect behaviour. Enabling this restriction makes flat alignment on slopes ALMOST work identically to normal, but not quite.
...
Also, made the fudge a const, since it may as well be one.
2017-03-30 23:56:14 +01:00
toasterbabe
d62a628346
Consistency between software off-slope and GL on+off-slope flat alignment! (Software slopes are now MORE broken with respect to this, but that comes later.)
2017-03-30 22:48:13 +01:00
Monster Iestyn
1c331219f2
Merge branch 'public_next'
2017-03-30 21:50:13 +01:00
Alam Ed Arias
8f25dc62cc
Merge branch 'master' into next
2017-03-30 08:11:26 -04:00
TehRealSalt
b5d1bff18a
Scaled down cam_height default
...
25 was picked over 24 due to 160/25 being exactly proportional to
128/20.
2017-03-29 18:30:45 -04:00
TehRealSalt
9c9bc7b3e3
Merge remote-tracking branch 'refs/remotes/origin/master' into changed-defaults
2017-03-29 18:28:34 -04:00
TehRealSalt
a84eed162d
Save mode
...
Lets modders set how the game should be saved. Likely useless for
vanilla, but helpful for other mods. This was spawned out of selfishness
for SUGOI to make it only save at the hub, but mods like Boss Mayhem,
which has a hidden map and an act 3 (without any other acts) in the
normal SP campaign, and other mods where the default is detrimental
would benefit as well.
0 for default, 1 for always, 2 for never (no constants because bonustype
doesn't have them either). Won't save if the game is modified, if using
a no-save slot, if playing ultimate mode, or if in a special stage, even
if savemode is set to always.
2017-03-29 18:25:09 -04:00
Alam Ed Arias
4c992845e7
Merge branch 'next' into allowteamchange-fix
2017-03-29 17:03:03 -04:00
Alam Ed Arias
70677817bb
Merge branch 'next' into admin-ban-fix
2017-03-29 17:01:47 -04:00
Alam Ed Arias
114d295f89
Merge branch 'next' into addfile-directories-fix
2017-03-29 17:00:42 -04:00
Alam Ed Arias
0ffc0f1974
Merge branch 'next' into falling-rocks-fix
2017-03-29 16:59:30 -04:00
Alam Ed Arias
74db3b51ac
Merge branch 'next' into commandline_skinselect
2017-03-29 16:58:19 -04:00
Alam Ed Arias
108b0c2732
Merge branch 'master' into disable_gettext
2017-03-29 16:56:44 -04:00
Alam Ed Arias
5feccaad2a
Merge branch 'next' into touching_fixes
2017-03-29 16:55:06 -04:00
Monster Iestyn
48777e60ed
check i not add, silly
2017-03-29 21:27:44 +01:00
Monster Iestyn
d7b4b05d9a
Fix remaining mixed-declaration-and-code issue detected when compiling
2017-03-28 21:30:31 +01:00
toasterbabe
53711e9143
Having thought about it for more than two seconds, it definitely is not safe to even consider letting people delete sprite2's.
2017-03-27 16:06:33 +01:00
toasterbabe
b73b38c326
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
2017-03-27 15:57:50 +01:00
toasterbabe
734d215b35
Corrected oversight.
2017-03-27 15:29:19 +01:00
toasterbabe
5065fa302a
Mutiability flag-ised as requested by Rob.
2017-03-27 15:03:21 +01:00
toasterbabe
79f2d616fc
Modified melee/twinspin springboost.
2017-03-27 14:37:40 +01:00
toasterbabe
302305ccf5
Fixing SF_NOSUPERSPIN, which has been broken ever since the super walk animation was added.
2017-03-27 14:22:03 +01:00
TehRealSalt
e5245c508d
Reimplemented analog mode cam_dist increase, slight comment updates
...
Analog mode's camera is now x1.2 of your actual cam_dist setting,
instead of being strictly 192. "analog on" seems to reset this modifier
every once in a while, but "useranalog on" prevents this. The wiki
itself says that you should only change useranalog though, so it
shouldn't be too big of a deal.
2017-03-26 17:11:04 -04:00
toasterbabe
698e53a518
Per Mystic's request, sped up hammer animation.
2017-03-25 14:06:27 +00:00
toasterbabe
805784a175
Made it possible for nojumpspin characters to juke the Minus into exposing itself by jumping over it slowly, allowing its vulnerability to be exploited.
2017-03-25 12:51:38 +00:00
toasterbabe
8d9b616f00
Fixed repeatable bounces sending you hog-wild if you went into water shallow enough to only spend a single frame in before hitting the ground.
2017-03-25 12:42:39 +00:00