Louis-Antoine
fb28ede660
Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
...
The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Louis-Antoine
cfec8609f9
Fix missing declaration
2020-01-22 04:01:06 +01:00
Louis-Antoine
f209721ded
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into keep-body
...
# Conflicts:
# src/g_game.c
# src/p_setup.c
2020-01-22 03:57:22 +01:00
Louis-Antoine
2527b6c389
Teleport disconnected players to starpost if they fall in a pit
2020-01-22 03:20:27 +01:00
Louis-Antoine
412ba38a81
Refactor player spawning code a little
2020-01-22 03:19:15 +01:00
Louis-Antoine
d03c928baa
Give flashing tics to disconnected players and prevent drowning
2020-01-22 03:14:44 +01:00
Louis-Antoine
73d0549fa4
Ignore players towards exit count 30 seconds after their disconnection
2020-01-22 03:11:05 +01:00
Louis-Antoine
d374bf4f9b
Let clients rejoin the server without losing their status
...
This is accomplished by simply preserving
the player's body after disconnecting.
Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.
Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.
From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.
Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00
James R
2373a0aa83
Actually actually match the old behavior and check existing levelflats in P_AddLevelFlatRuntime BRUH
2020-01-21 16:47:47 -08:00
SteelT
a6d49eaaa7
Merge pull request #447 from ConfusionAlphaX/local-resynch-fix
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Fix title screen broken when leaving during resynch
2020-01-21 19:09:15 -05:00
James R
d90c0b8fbd
Don't check "Too many flats in level" with P_AddLevelFlatRuntime
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Also moved the debug down in case anyone uses that.
2020-01-21 15:35:07 -08:00
James R
9cd101c68d
Revert "Fix Ploadflat closing the game with "Too many flats in level" error message"
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This reverts commit ea129f701c
.
2020-01-21 15:35:07 -08:00
James R
f297f4ff56
Sonic is dead again
2020-01-21 12:24:24 -08:00
James R
c347254e80
Reorder Sonic's ass so the OpenGL wipe doesn't see garbage
2020-01-21 12:23:34 -08:00
James R
dfcd058c80
(BRUH MOMENT) activettscale was -1, so do recache after it's set
2020-01-21 12:21:18 -08:00
Zwip-Zwap Zapony
49a4c7d5f3
Separate "turnmultiplier"s for splitscreen players
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This fixes player 2 using player 1's "cam_turnmultiplier"
instead of player 2's "cam2_turnmultiplier"
2020-01-21 14:53:05 +01:00
James R
5b08e1802d
Trim the trailing zeros off floats for cvars
2020-01-20 23:14:26 -08:00
James R
2d8ea7125c
Remove unnecessary optimization
2020-01-20 15:36:27 -08:00
James R
0d460aed1d
Merge branch 'gl-dropshadows' into 'next'
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OpenGL drop shadows
See merge request STJr/SRB2!703
2020-01-20 16:52:40 -05:00
Zwip-Zwap Zapony
c1097813f4
Fix "cam2_turnmultiplier"
...
In splitscreen stuff, player 2's "cam2_turnmultiplier" implementation
was wrong compared to player 1's "cam_turnmultiplier"
This commit makes player 2's multiplier work just like player 1's does
2020-01-20 16:14:20 +01:00
Tatsuru
431206ebee
Die
2020-01-20 10:04:44 -03:00
Tatsuru
fed000b724
Remove Tails pick-up lock
2020-01-19 23:18:49 -03:00
Tatsuru
697dbd58e7
Turn cv_exitmove on by default
2020-01-19 21:56:53 -03:00
Tatsuru
db22d503a4
HUD visual indicator + property fix
2020-01-19 21:55:08 -03:00
Tatsuru
9e4c519cad
In-map visual indicator
2020-01-19 19:02:03 -03:00
Tatsuru
e9a8c2d21a
No more losing lives when finished
2020-01-19 14:30:05 -03:00
Confusion
ad505a6fe7
Fix title screen broken when leaving during resynch
2020-01-19 17:55:22 +03:00
James R
a7770c3e97
Merge branch 'add-exitmove-to-menu' into 'next'
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Put cv_exitmove in the server options menu
See merge request STJr/SRB2!704
2020-01-19 02:18:49 -05:00
James R
9dbc54284e
Opt into new MUSICDEF format (2.2.0 compatibility)
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The "VERSION" directive enables features available in a certain version of
SRB2. It may be used as "VERSION 2.2.0".
2020-01-18 23:12:30 -08:00
James R
1317dba3e4
Refactor MUSICDEF parsing, actually count lines
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If you use strtok for (CR)LF, it'll skip the empty lines bruh.
2020-01-18 22:17:47 -08:00
Louis-Antoine
512435c59f
Fix mouse in controls setup menu
2020-01-18 20:18:20 +01:00
fickleheart
ec89015662
Fix loss of aimingtody precision at high FOV
2020-01-18 11:19:59 -06:00
fickleheart
f6efe19fca
Use generally higher zooms and fix fuzzy edges
2020-01-18 11:15:36 -06:00
fickleheart
5757f24342
Reduce the number of distinct roll angles
2020-01-18 10:53:45 -06:00
fickleheart
8679606ebb
Remove a couple adds from each pixel of morph mapping
2020-01-18 10:53:23 -06:00
fickleheart
af4479924a
Fully clip drawing to roll-used screen bounds
2020-01-18 10:53:00 -06:00
Tatsuru
8348123a70
Goal posts
2020-01-18 13:15:24 -03:00
LJ Sonic
eed69ab94d
Merge branch 'mapthingflagextradehackedconstant' into 'next'
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Mapthing flag EXTRA DeHackEd constant
See merge request STJr/SRB2!705
2020-01-18 10:31:29 -05:00
Jaime Passos
cdc3386d48
Fix missing constant
2020-01-18 12:10:48 -03:00
Tatsuru
0c7c5742a8
Put cv_exitmove in the menus
2020-01-18 12:06:04 -03:00
James R
ffc274643c
Let "+" command line parameters specify more than one argument
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Previously each parameter after the first would be quoted into one argument to
pass to the command buffer.
2020-01-18 00:23:47 -08:00
fickleheart
8868fc4d8a
Fix lighting discrepancies between different FOVs
2020-01-18 00:16:18 -06:00
James R
e82d19572d
Merge branch 'intangable' into 'next'
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Add FF_INTANGABLEFLATS as an alternative spelling for FF_INTANGIBLEFLATS
See merge request STJr/SRB2!702
2020-01-18 00:49:08 -05:00
fickleheart
1d221a453a
Avoid rendering unused left/right edges of screen while rolling
2020-01-17 23:21:11 -06:00
James R
94a2f0bb4f
Don't draw Tails' tails in first person (MF2_LINKDRAW)
2020-01-17 20:56:32 -08:00
James R
762223db7c
Duplicated code is gone, so sad
2020-01-17 20:53:36 -08:00
fickleheart
21ccefe4eb
Fix sky texture scaling wrong with fov changes
2020-01-17 22:03:16 -06:00
fickleheart
7bd9344dd0
I think this fixes the compile errors
2020-01-17 21:55:16 -06:00
Sally Cochenour
43828f265c
Use shadow cvar
2020-01-17 22:20:04 -05:00
Sally Cochenour
ba51f83aaf
Merge branch 'next' into gl-dropshadows
2020-01-17 22:19:51 -05:00