Commit graph

2712 commits

Author SHA1 Message Date
Monster Iestyn
f8fd8f8ec5 HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields 2018-10-29 13:29:16 +00:00
Monster Iestyn
df9c3ef3cd Make V_OFFSET no thing without V_NOSCALESTART, to remove any potential glitches with using it on its own 2018-10-29 12:36:09 +00:00
Monster Iestyn
834a5e6b35 V_DrawFixedPatch: Tinker with the left/top offsets code so that V_OFFSET can support V_FLIP 2018-10-29 12:06:22 +00:00
Louis-Antoine
3d0daf2202 Fix desynch when toggling analog mode or flipcam
Special thanks to Lat' for asking weird questions
2018-10-29 00:49:23 +01:00
Monster Iestyn
32077897b6 Removed all remaining traces of VID_X11 code in hw_drv.h and hw_data.h, the macro is no longer used by Linux etc versions of SRB2.
Unlike the rest of the commits in this branch (as of writing), I didn't make this commit between 1 and 2 years ago, I made it right now ;)
2018-10-27 19:58:51 +01:00
Monster Iestyn
aebcf3520b Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were) 2018-10-27 19:32:55 +01:00
Monster Iestyn
3d88ee9d55 Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway 2018-10-27 19:31:24 +01:00
Monster Iestyn
09eecd36b4 Hack to make sure even (extra)subsectors without planepolys have segs adjusted
this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2018-10-27 19:29:45 +01:00
Monster Iestyn
90cfa5ef16 Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn
1cf2ce63c0 More optimising and otherwise fixing bizarre formatting in hw_trick.c 2018-10-27 18:58:05 +01:00
Monster Iestyn
2107aab666 Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
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?)
2018-10-27 18:57:28 +01:00
Monster Iestyn
787d5b598d gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn
67a2922558 Ensure file is closed whenever MD2 reading errors happen 2018-10-27 18:53:38 +01:00
Monster Iestyn
b150e842fc Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version 2018-10-27 18:53:18 +01:00
Monster Iestyn
29d8e34d03 Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway) 2018-10-27 18:52:34 +01:00
Monster Iestyn
9fb301ecb5 don't bother with inlining the function, on second thoughts 2018-10-27 16:47:56 +01:00
Monster Iestyn
bb3d850bbf static the buffer, forgot to do this earlier 2018-10-27 16:27:00 +01:00
Monster Iestyn
e4e76f83c3 Use temporary buffer with a max size of 255 bytes instead of having Microsoft's FormatMessageA alloc one for us. Also, provide a fallback message in case no message was available for some reason 2018-10-27 16:09:14 +01:00
Monster Iestyn
3b39a25ade Save the result of errno (aka WSAGetLastError() for WinSock) as soon as possible, to prevent anything in SOCK_GetNodeAddress resetting the value to 0 while trying to print the message for the error itself! 2018-10-27 15:49:04 +01:00
Monster Iestyn
ab38e6cebb Creating a quick get_WSAErrorStr function to act as a wrapper for FormatMessageA so we can string-ify Winsock errors properly
Untested!
2018-10-27 15:36:15 +01:00
Monster Iestyn
e95b54e64f missed this ESLOPE-needed area from a few commits ago apparently :V 2018-10-21 20:35:14 +01:00
Monster Iestyn
772004d3fd Fix editing slope xydirection with Lua 2018-10-21 18:25:13 +01:00
Monster Iestyn
3ec8743c1b Fix up the ability to edit slope zdelta and zangle with Lua (zangle is untested as of writing) 2018-10-21 17:32:53 +01:00
Monster Iestyn
e15ed742c1 add ESLOPE ifdef checks around all the Lua slope support code that was there before I was involved 2018-10-21 16:27:54 +01:00
Monster Iestyn
bd0c187e68 Merge branch 'next' into lua-slopes 2018-10-21 16:03:48 +01:00
Monster Iestyn
10f9403619 Merge branch 'master' into next 2018-10-21 15:39:30 +01:00
Monster Iestyn
0e6c5cf342 Merge branch 'mapheader-lua-unarchive-hotfix' into 'master'
mapheader lua unarchive hotfix

See merge request STJr/SRB2!302
2018-10-21 10:37:17 -04:00
Monster Iestyn
87afae9cf5 Fix unarchiving of mapheader_t userdata Lua variables 2018-10-21 15:15:54 +01:00
Monster Iestyn
efff869e6e Add mobj.standingslope to Lua 2018-10-21 15:12:51 +01:00
Monster Iestyn
2ec4f2024f Added support for pslope_t userdata variables in Lua archive/unarchive code 2018-10-21 15:00:07 +01:00
Monster Iestyn
9296aaa28c zangle should be shifted down by ANGLETOFINESHIFT if we're to use FINETANGENT on it 2018-10-20 23:36:06 +01:00
Monster Iestyn
4edeeb6953 Add P_GetZAt to Lua 2018-10-20 21:08:59 +01:00
Steel Titanium
ea4ce70fde Merge branch 'public-music-cleanup-st' into 'music-clean'
Apply music code cleanup changes

See merge request SteelTitanium/SRB2!1
2018-10-20 14:12:58 -04:00
Monster Iestyn
61fa7026a1 add vector2 and vector3 userdata types to simplify getting a slope's o/d/normal 2018-10-20 19:00:37 +01:00
Steel Titanium
87d3552ff9 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2 into music-clean 2018-10-20 14:00:12 -04:00
Monster Iestyn
7d4e27937d Merge branch 'next' into lua-slopes
# Conflicts:
#	src/lua_maplib.c
2018-10-20 18:31:06 +01:00
Monster Iestyn
d57c54f93b Merge branch 'master' into next 2018-10-20 14:13:13 +01:00
Monster Iestyn
445a6737ea Merge branch 'public-music-cleanup' into 'master'
Music Code Cleanup

See merge request STJr/SRB2!278
2018-10-20 09:12:09 -04:00
mazmazz
cc0d1db9d8 Merge remote-tracking branch 'steeltitanium/music-clean' into test-public-music-cleanup 2018-10-19 23:56:56 -04:00
mazmazz
a288b95458 Merge remote-tracking branch 'public-gitlab/master' into public-music-cleanup 2018-10-19 22:04:26 -04:00
Monster Iestyn
29b242a5bd Merge branch 'endgame-code-refactor-backport' into 'next'
Endgame code refactor

See merge request STJr/SRB2!297
2018-10-19 17:31:19 -04:00
Monster Iestyn
fe2af34ee5 Merge branch 'master' into next 2018-10-14 20:49:35 +01:00
Monster Iestyn
423403eab5 Merge branch 'sound-handle-fix' into 'master'
Handle fix for SDL Mixer

See merge request STJr/SRB2!301
2018-10-14 15:46:25 -04:00
Monster Iestyn
b720cb10dc Merge branch 'pris_accurate-gif-delay' into 'master'
More accurate GIF delay

See merge request STJr/SRB2!276
2018-10-14 15:44:33 -04:00
Monster Iestyn
b2f196d418 Merge branch 'no-doubling-texture-heights-plz-backport' into 'next'
No doubling texture heights plz

See merge request STJr/SRB2!296
2018-10-14 15:43:57 -04:00
Monster Iestyn
cc7d9509f2 Merge branch 'mi-a-bit-of-cleanup-backport' into 'master'
MI's unimportant code cleanup

See merge request STJr/SRB2!295
2018-10-14 15:43:32 -04:00
Sryder
3886888b30 Fix missing commas and missed interface 2018-10-14 10:14:07 +01:00
Sryder
6184f91dd3 Add an int to I_PlaySound to tell an interface which channel number SRB2 is using.
I've voided this out on other sound interfaces than SDL Mixer ones because I'm both not sure whether they need it, and not sure how to make them work with it if they do.
2018-10-13 23:01:11 +01:00
Monster Iestyn
80cbad61c0 Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn
bedfed2f00 Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00