Monster Iestyn
12ae6bb22a
Merge branch 'public_next'
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# Conflicts:
# src/d_clisrv.c
# src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
5e12f3497a
Merge branch 'flat-changing-hotfix' into 'next'
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Flat changing hotfix
This should fix how Lua scripts that change flats in levels, particularly to flats that don't already exist in the level, cause SRB2 to crash for anyone who joins a netgame afterwards. (I'm not sure if it's a consistent thing or not though)
Probably needs a good test to verify the issue is completely fixed before being merged in. Maybe there are other minor things I didn't account for in this fix? I don't know!
See merge request !141
2017-01-05 19:46:44 -05:00
Monster Iestyn
b768c4b961
Sync sector tags and tag list variables properly
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Dunno who thought it was a good idea to lump tag, nexttag and firsttag together in $$$.sav, but that meant changing sector tags caused SRB2 to stop responding since it lead to the tag lists being broken
2017-01-03 20:48:39 +00:00
Monster Iestyn
a0d095e707
Fix sector floordata/ceilingdata/lightingdata pointers not being NULL when they should be
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This fixes ERCZ's lava falls not moving after joining a netgame at that stage. Possibly explains other various floor/ceiling related netgame quirks that haven't been noticed until now, maybe even in multiplayer levels.
2017-01-03 18:47:46 +00:00
Monster Iestyn
0e6e52eabe
Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly
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This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
2017-01-01 17:03:13 +00:00
Monster Iestyn
d294c9d15c
P_NetUnArchiveWorld now uses P_AddLevelFlatRuntime instead of P_AddLevelFlat.
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Also created P_CheckLevelFlat to just return the flat # from a name, since that's all P_NetArchiveWorld really needed from P_AddLevelFlat anyway
2016-12-08 21:45:25 +00:00
toasterbabe
e34ef54166
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
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# Conflicts:
# src/info.c
# src/p_mobj.c
2016-11-20 19:21:10 +00:00
Monster Iestyn
0fb89c620d
Merge branch 'master' into damage-control
2016-09-30 21:05:44 +01:00
toasterbabe
8f181abbb2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
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# Conflicts:
# src/p_mobj.c
# src/p_spec.c
2016-09-29 13:34:13 +01:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe
2cee8c1a8d
SORRY, I SHOULDN'T HAVE PUSHED THE PREVIOUS THING
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Revert "Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.""
This reverts commit 58f815ddbc
.
2016-09-03 16:05:58 +01:00
toasterbabe
58f815ddbc
Revert "Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead."
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This reverts commit 0852a20014
.
2016-09-03 15:51:38 +01:00
toasterbabe
0852a20014
Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.
2016-09-02 18:12:46 +01:00
toasterbabe
7b5fbad6a7
Changes to match the new default value and to make player acceleration perfectly match what it was previously.
2016-08-10 00:31:16 +01:00
toasterbabe
64ef2798a2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
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# Conflicts:
# src/d_clisrv.c
# src/d_clisrv.h
2016-07-07 01:08:51 +01:00
Monster Iestyn
09ac79d75f
Merge branch 'master' into damage-control
2016-05-27 16:53:21 +01:00
Alam Ed Arias
e5a14d859e
Merge branch 'public_next' into private
2016-05-27 11:37:09 -04:00
Monster Iestyn
65d9c9e167
P_NetUnArchivePlayers doesn't like having "inline" either
2016-05-27 14:49:11 +01:00
Alam Ed Arias
3297fe11ed
P_NetArchivePlayers() is too bad for inline
2016-05-26 23:39:08 -04:00
Monster Iestyn
9007904a72
Merge branch 'master' into damage-control
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# Conflicts:
# src/p_inter.c
# src/p_mobj.c
2016-05-25 15:33:09 +01:00
Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
fbd9cb73c3
Merge branch 'public_next' into private
2016-04-27 16:54:37 -04:00
Monster Iestyn
e05951e213
Merge branch 'next' into slope-fixes
2016-04-20 18:17:14 +01:00
Monster Iestyn
f96b830f36
Write/read FOF flags as 32-bit not 16-bit, whoops
2016-04-16 18:06:26 +01:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Monster Iestyn
f9c4b877ca
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control
2016-03-13 20:37:43 +00:00
Inuyasha
c956b498c8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
a8bca89dbd
Merge branch 'backport_unslot-music' into 'next'
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BACKPORT: removal of music slots
Relevant commits cherry-picked. Basically everything except the internal music track name switches.
See merge request !43
2016-03-03 22:31:21 -05:00
Inuyasha
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha
8c17dac589
The concept of "music slots" doesn't exist anymore.
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Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2
)
# Conflicts:
# src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
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most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
wolfy852
bd1231764e
Merge remote-tracking branch 'remotes/origin/master' into dashmode
2016-01-25 21:41:41 -06:00
Monster Iestyn
67b92d7273
Went and fixed the dashmode variable hack nonsense once and for all myself
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would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
Monster Iestyn
99fad84674
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e0e9c7c172
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2015-12-01 22:38:57 +00:00
Alam Ed Arias
6ad1086128
Merge branch 'public_next' into master
2015-09-03 15:58:16 -04:00
Monster Iestyn
6bc1a5fdef
Okay, major overhaul time!
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*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
RedEnchilada
14ea936f74
Sync mobj->standingslope in netgames
2015-08-03 18:06:42 -05:00
Yukita Mayako
b601dad4cd
Hotfix for sprite2 in netgames
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It wasn't properly added to $$$.sav because
MD_SPRITE didn't get set. :/
2015-05-29 14:26:39 -04:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
55c1ad4368
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
MonsterIestyn
eef1406bd8
WARNING: I HAVE PROBABLY JUST BROKEN 3/4 OF THE GAME WITH THIS COMMIT PolyObject setup is now much simplified: First line alone spawns a PolyObject, PolyObject Params apply extra settings Disabled Explicitly Include Line for the meantime, since goodness knows how anyone's supposed to use that at all (let alone working properly) Starting translucencies from PO Params is stored for reference in netgames
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9000 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:58 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
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SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Alam Ed Arias
a03da73115
SRB2 2.1.2 release
2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00