Commit graph

9554 commits

Author SHA1 Message Date
SteelT
9a414ff5ab Merge branch 'fix-mouse-controls-setup' into 'master'
Fix mouse in controls setup menu

See merge request STJr/SRB2!706
2020-01-24 16:58:06 -05:00
MascaraSnake
7ac1b9298f Merge branch 'master' into next 2020-01-24 22:37:25 +01:00
Steel Titanium
2731c9e92d Add newlines to GL debug print. 2020-01-24 15:44:57 -05:00
Jaime Passos
bdc1594b07 Redundant define? 2020-01-24 17:05:40 -03:00
Jaime Passos
075ae996fa GL_DBG_Printf instead of CONS_Alert 2020-01-24 17:04:38 -03:00
Jaime Passos
1c7b584dee I_Error is too extreme I think, just CONS_Alert instead 2020-01-24 17:03:00 -03:00
Jaime Passos
7c4c04ca6a Fix custom shader loading 2020-01-24 16:57:21 -03:00
Jaime Passos
b18c0cfcab Un-HWRENDER shader lump names 2020-01-24 16:42:55 -03:00
Louis-Antoine
8bd897a269 Be silent when "kicking" a disconnected player
This lets the host manually remove a body if they want,
without polluting the chat with redundant messages.
2020-01-24 19:56:57 +01:00
James R
4304fe91e6 Name the archive like the EXE 2020-01-23 21:06:48 -08:00
James R
70cf119a84 Windows is dumb so no colon
srb2win-jameds-appveyor-exename-b1d931d47.exe
2020-01-23 20:35:53 -08:00
James R
e082553f6d Check if this actually is a PR before using those variables 2020-01-23 20:34:26 -08:00
James R
6337932190 I promise I know what I'm doing 2020-01-23 20:13:57 -08:00
James R
ef2febe1e0 Use the pull request repo, branch and commit
srb2win-jameds:appveyor-exename-b1d931d47.exe
2020-01-23 19:58:26 -08:00
Jaime Passos
0246026ade I don't know why this happened 2020-01-24 00:35:51 -03:00
James R
b1d931d471 Well I'm an idiot 2020-01-23 18:55:25 -08:00
Jaime Passos
686d8e418e st_translucency went missing in here for... reasons... 2020-01-23 23:52:11 -03:00
Jaime Passos
afa9b58cee fix corona compiling lol 2020-01-23 23:41:09 -03:00
Jaime Passos
922ac73594 Menu organisation 2020-01-23 23:15:27 -03:00
James R
d3315ae03c Put the abbreviated commit hash in the EXENAME for AppVeyor
srb2win-master-a6d49eaaa.exe
2020-01-23 18:10:31 -08:00
Jaime Passos
a521e40c0e bye 2020-01-23 23:09:53 -03:00
James R
c3f4285988 Put branch name and commit hash in EXENAME for AppVeyor builds
srb2win-master-a6d49eaaa70be5f88c26623c7b4a2fa5a770341e.exe
2020-01-23 18:01:59 -08:00
Jaime Passos
d019080327 I LOVE MENU CODE! 2020-01-23 22:38:54 -03:00
Jaime Passos
11c3721db4 Fix warnings around load_shaders 2020-01-23 22:30:36 -03:00
Jaime Passos
d24060bb94 Wait. 2020-01-23 22:24:35 -03:00
James R
968fea0383 Fix implicit operand because GLSL is a goof or such 2020-01-23 17:22:02 -08:00
Jaime Passos
770135451f Restore some model lighting code that went gone in the shaders code 2020-01-23 22:02:18 -03:00
Jaime Passos
1755c240bf Fix the gl_leveltime problem, I guess.
This is probably superfluous.
2020-01-23 21:25:54 -03:00
Jaime Passos
544d6acc51 Delete USE_PALETTED_TEXTURE again 2020-01-23 20:21:13 -03:00
Jaime Passos
1601f0c66f Update copyright text 2020-01-23 20:12:15 -03:00
Jaime Passos
014638ead7 Fix view aiming / shearing 2020-01-23 19:44:46 -03:00
Jaime Passos
7266e0876a towards 2020-01-23 19:17:05 -03:00
James R
3d9466e5f5 Semantics 2020-01-23 13:57:39 -08:00
Louis-Antoine
ba127008cf Do not spam player quit net commands 2020-01-23 19:59:41 +01:00
Louis-Antoine
b0b22b53d6 Ignore disconnected players in tag gametypes
Disconnected players do not become IT at round start.

If all non-ITs are disconnected, the round ends.

If all ITs are disconnected, one of the non-ITs
becomes IT, or the round ends if in Hide & Seek.
2020-01-23 19:58:13 +01:00
Louis-Antoine
ce20642fa7 Do not protect non-IT players in tag gametypes 2020-01-23 18:52:16 +01:00
James R
f0daea39d4 Don't set controls to keys out of array bounds
Shout-out to TAG's config that somehow had
`setcontrol2 "custom3" "KEY931926528"`, cuasing the game to crash only in
Splitscreen.
2020-01-22 22:19:00 -08:00
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
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
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"
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