Commit graph

4987 commits

Author SHA1 Message Date
Alam Arias
4cbe2e1622
Merge pull request #231 from LJSonik/net-command-leak-fix
Fix net commands not always being freed
2018-02-14 10:28:32 -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
e98a11afd0 Merge branch 'file-loading-cleanup' into 'master'
File loading cleanup

See merge request STJr/SRB2Internal!129
2018-02-13 16:18:55 -05:00
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!
- 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
fe2fd432e8 Merge branch 'stopleakingnames' into 'master'
Stop leaking names via metadata.

See merge request STJr/SRB2!223
2018-02-08 16:14:15 -05:00
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
b898dc397d Merge branch 'lua-archive-crash-hotfixes' into 'next'
Hotfix for "LUA PANIC" crash when joining a netgame

See merge request STJr/SRB2!222
2018-02-08 15:29:20 -05:00
Monster Iestyn
fbceca1312 Merge branch 'general-sky-fixes' into 'master'
General sky fixes

See merge request STJr/SRB2Internal!132
2018-02-08 13:41:57 -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