Monster Iestyn
d294c9d15c
P_NetUnArchiveWorld now uses P_AddLevelFlatRuntime instead of P_AddLevelFlat.
...
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
Monster Iestyn
29764c574d
Merge branch 'TEXTURES-additions' into 'master'
...
TEXTURES additions
Some new features and fixes for textures and the TEXTURES lump:
* Flipping of individual patches used by textures is now supported, both horizontally and vertically. The formatting for doing so in TEXTURES should match that of ZDoom's:
```
WallTexture EXAMPLE, 128, 128
{
Patch TEST, 0, 0
Patch TEST, 64, 0
{
FlipX
}
Patch TEST, 0, 64
{
FlipY
}
Patch TEST, 64, 64
{
FlipX
FlipY
}
}
```
(in other words you need { and } below the Patch you want to flip, containing FlipX if you want horizontal flipping or FlipY if you want vertical flipping... or both, if you want both!)
* Negative patch y-offsets should now work properly for multi-patch textures or single-patch textures with no holes.
See merge request !58
2016-12-07 16:33:16 -05:00
Alam Ed Arias
5e74318fb2
Merge branch 'master' into next
2016-12-06 17:29:43 -05:00
Monster Iestyn
64801a1a8e
Merge branch 'sdl2-cleanup' into 'master'
...
SDL2 i_video.c code cleanup
Made some code look a bit neater, removed the need for some SDL2STUBs Fury placed, vid_info console command actually kind of has a use again, etc
See merge request !138
2016-12-06 17:18:47 -05:00
toasterbabe
77399b8fb9
* Disabled #define SECTORSPECIALSAFTERTHINK. This did not need to be done in next, since it could have subtle consequences which we'd rather not deal with in the hyperextended patch cycle as-is.
...
* Removed the adding of SF_TRIGGERSPECIAL_TOUCH for sectors with slopes in them. Too many undesired consequences, I'll handle them another way.
2016-12-06 21:49:59 +00:00
toasterbabe
3c8f5b4629
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes
2016-12-06 21:28:33 +00:00
Monster Iestyn
ac966bf790
Merge branch 'mfe_onground-is-stupid' into 'next'
...
Fix ceiling springs thrusting themselves down in midair on touch
What the title says. I blame MFE_ONGROUND for being stupid, but for now I made it behave a bit better with flipped items at least.
See merge request !140
2016-12-06 16:22:33 -05:00
Monster Iestyn
7c07f39019
Make sure flipped things placed directly on ceiling get MFE_ONGROUND
...
This fixes ceiling springs apparently flying down with you in various scenarios
2016-12-05 22:07:16 +00:00
TehRealSalt
f6a73fbc4a
Merge remote-tracking branch 'refs/remotes/upstream/next' into next
2016-12-05 11:48:00 -05:00
Prisima the Fox
dd13df2308
Whoops, didn't see the duplicate line.
2016-12-03 18:18:16 -05:00
Monster Iestyn
84f3102ad0
Added FLIPX support for single patch textures with holes
...
This completes FLIPX/FLIPY support for all textures
2016-12-01 22:37:33 +00:00
Monster Iestyn
52a84cf309
Fix negative y offsets for both normal and y-flipped patches
2016-12-01 21:43:27 +00:00
toasterbabe
c833497d39
Correcting slip-up I made when originally improving zoom tubes.
2016-12-01 14:40:58 +00:00
toasterbabe
02d78b355b
Smoother ropes and zoom tubes ported from internal.
2016-12-01 14:33:44 +00:00
toasterbabe
a901f88d24
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes
2016-12-01 14:14:20 +00:00
Monster Iestyn
ae3e11369e
Revert "(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden"
...
This reverts commit 347b531881
.
(Too experimental, may end up adding new bugs; let's just keep it to clean up for now)
2016-11-30 17:21:28 +00:00
Monster Iestyn
410b55ebcd
Work on FLIPX/FLIPX support:
...
*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
2016-11-28 22:21:54 +00:00
Monster Iestyn
cc2612c2d8
Merge branch 'master' into TEXTURES-additions
2016-11-27 19:49:56 +00:00
Monster Iestyn
347b531881
(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden
...
Seems to work so far though
2016-11-25 21:13:39 +00:00
Prisima the Fox
d788cb7676
Keeping the lua_gettop(gL) thing, otherwise the player/reason values will be pushed once to the stack each for every hook. Thanks MonsterIestyn!
2016-11-25 15:20:41 -05:00
Monster Iestyn
38f7af9281
Added ability to use custom-defined lines with P_PointOnLineSide such as with P_ClosestPointOnLine
2016-11-24 22:01:51 +00:00
Monster Iestyn
aa146dee41
Disabled all seg_t/node_t-related Lua code for now
...
To re-enable support for the above, uncomment the define HAVE_LUA_SEGS line in lua_script.h. Plain bbox userdata stuff is not disabled (though currently it's not used anyway)
2016-11-24 21:11:44 +00:00
Monster Iestyn
73b8790946
Merge branch 'master' into lua-additions
2016-11-24 19:35:06 +00:00
toasterbabe
a9c68a78e9
Slope correction.
2016-11-24 15:23:13 +00:00
toasterbabe
095a438e9e
* Super float now back on spin button, again takes precedence over shield actives.
...
* Fixed BIG mistake where ShieldSpecial hook bailed out of the entire function instead of just the shield section.
2016-11-24 14:29:29 +00:00
toasterbabe
1424c3f6cd
Regardless of what I'm doing next, this removal of limits in this place still should've been done a while ago.
2016-11-23 22:20:47 +00:00
Monster Iestyn
8bbbeff2a9
Make Impl_SDL_Scancode_To_Keycode look a bit neater
...
This way it's easier by eye to see from the list which SDL scancode maps to which SRB2 key code
2016-11-23 17:08:37 +00:00
Monster Iestyn
5cf4767aed
Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway)
2016-11-23 16:51:37 +00:00
Monster Iestyn
153ba39f19
Remove remnants of SDLK_ stuff, we use scancodes now not keycodes
...
(Apparently SDLK_LMETA/SDLK_RMETA don't exist anymore in SDL2 anyway?)
2016-11-22 22:41:02 +00:00
toasterbabe
05f58df709
Some changes and corrections.
...
* Cleaner A_ParticleSpawn code.
* Removed several hacks with Mario blocks, and corrected a mistaken assumption with when the FOF's thinker is being applied.
* Made the flashing of T_LaserFlash even less obnoxious.
2016-11-22 16:21:30 +00:00
Monster Iestyn
1606a45b18
Some cleanup/reorganisation in SDLSetMode and Impl_CreateWindow
2016-11-21 22:07:05 +00:00
Monster Iestyn
208546165b
Comment out SDL2STUB from Impl_SetWindowIcon
2016-11-21 20:59:44 +00:00
Monster Iestyn
168f8d5c5e
Un-stub Surfaceinfo and just print the parts that still work in SDL2
...
This means the console command vid_info also works properly too now (well, it does nothing in OpenGL mind)
2016-11-21 20:40:02 +00:00
Monster Iestyn
f4705b01f4
Don't call SDLESSet
...
Turns out sdl12's version of this function only did stuff for DC/GP2X ports; support for them have been cut out for SDL2, so for now let's just not use the function at all
2016-11-21 19:42:39 +00:00
toasterbabe
e34ef54166
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
...
# Conflicts:
# src/info.c
# src/p_mobj.c
2016-11-20 19:21:10 +00:00
toasterbabe
85fb02aaf6
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
...
# Conflicts:
# src/p_inter.c
# src/p_user.c
# src/st_stuff.c
2016-11-20 16:44:38 +00:00
Monster Iestyn
2941521806
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...
...that was a mouthful
2016-11-16 18:43:25 +00:00
Monster Iestyn
f5f2542849
Go through all the polyobjects to find leftover polyobj planes to add to the draw nodes list
...
I'm convinced there's going to be some stupid side effects from doing this, but it's the quickest way I can fix the polyobj planes not all appearing anyway
2016-11-16 17:50:44 +00:00
Monster Iestyn
eab2df5627
Merge branch 'public_next'
2016-11-16 12:20:37 +00:00
Monster Iestyn
9dec74f9f3
Merge branch 'next' into public_next
2016-11-16 12:20:07 +00:00
Monster Iestyn
694bb73ef7
Merge branch 'master' into next
2016-11-16 12:16:51 +00:00
Inuyasha
672ae61b10
Merge branch 'drawfill-opengl-fix' into 'master'
...
HWR_DrawFill support for V_NOSCALESTART
This fixes the console selection highlighting being wrongly positioned and sized for OpenGL.
See merge request !135
2016-11-16 07:14:29 -05:00
Monster Iestyn
42f985cda5
Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha
2016-11-16 12:10:56 +00:00
Monster Iestyn
0726dbe018
Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height
...
Oh well, we're part of the way there, anyway
2016-11-15 20:33:07 +00:00
Monster Iestyn
1bb53ce5f3
Merge branch 'next' into plane-fixes
2016-11-15 18:40:48 +00:00
Inuyasha
f02f06aed8
Merge branch 'spr2stuff' into 'master'
...
Stupid spr2 fix
Name on tin
See merge request !53
2016-11-13 17:40:35 -05:00
Alam Ed Arias
b9b5d20300
Makefile: move ZLIB flags outside of GME check
2016-11-13 17:34:53 -05:00
Monster Iestyn
6e70acc82d
Added SF_NOSPINDASHDUST to disable spindash dust
2016-11-13 22:33:57 +00:00
toasterbabe
7746553273
* Fixed A_1upThinker having a standing sprite for a single frame on spawn.
...
* Removed the noalt stuff because it's not actually helpful. Everything's gotta come back to something at some point or there'll be errors.
2016-11-13 22:33:10 +00:00
Inuyasha
c4996aad7e
So how long have these been pulling the wrong sprites?
2016-11-13 14:29:19 -08:00