Commit graph

990 commits

Author SHA1 Message Date
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
toasterbabe
0b920ee249 You know that problem where you bumped on the edges of Mario blocks and Bustable blocks and Bouncy FOFs sometimes? Wham. Bam. In the van.
Issue was caused by attempting to traverse the sector's thing-touching-list across all the things in the sector (which would inevitably have the same sector as the first node in mobj->touching_sectorlist) instead of traversing the thing's sector-touching-list (which has the same thing but different sector references).

I wonder how many times AJ copypasted this code with absolutely no idea why it wasn't working properly. I'll figure that out tomorrow, maybe set up some compiler macros so this mistake is never made again. For now, I must sleeb.
2016-06-09 00:02:50 +01:00
Alam Ed Arias
742353d0ab Merge branch 'master' into next 2016-06-08 15:06:17 -04:00
Monster Iestyn
29ea733ae5 Fix sprites in skyboxes not having clipping arrays actually set properly 2016-06-08 17:53:34 +01:00
toasterbabe
51c769247a Compiling fixes. 2016-06-07 19:44:43 +01:00
toasterbabe
aa113045d7 MI pointed out opportunity for more optimisation, and who could resist? 2016-06-07 18:18:47 +01:00
toasterbabe
9df72a966e Some simplifications after MI pointed out that the sector heights are the only thing accessed outside of the iteration. 2016-06-07 17:55:03 +01:00
toasterbabe
9d221f4f3f Teetering now supports slopes properly.
Behaves ALMOST as you'd expect. It gets the z position of the slope at the player coordinates when it comes to the sectorlist check (which is first), though, so there's a few oddities that are amplified with steep slopes:
* If the slope's sloping away from you at a steep angle, you might not be able to step down onto it, but you won't teeter (because it's at a step-down-able height if it extended to directly beneath you)
* If the slope's sloping towards you at a steep angle, you might end up in teetering frames when you're able to step down onto it (because it's NOT at a step-down-able height if it extended to directly beneath you)

HOWEVER, it would be pretty obnoxious to hold back code which is functionally superior in every way otherwise, and it doesn't really seem like there's a good way to get that checked tbph
2016-06-07 17:37:25 +01:00
toasterbabe
26744c2a6b woops #1 2016-06-06 21:02:47 +01:00
toasterbabe
7c0eee6ff1 The fix now takes reverse gravity platform step-up into account properly. 2016-06-06 20:53:29 +01:00
toasterbabe
60dd8dab3c Backported clipping fix for FF_REVERSEPLATFORM collision. 2016-06-06 18:11:23 +01:00
Monster Iestyn
69f556d40a Split AA trees code from m_misc.c/.h into m_aatree.c/.h
Also updated any relevant project files that I can think of to include the new files, as well as the makefile of course. Some of the other project files haven't been touched in years so I'll leave those alone ...unless someone objects
2016-06-05 21:29:40 +01:00
Monster Iestyn
2e9607938d Merge branch 'master' into next 2016-06-04 20:23:46 +01:00
toasterbabe
3591e92dfa Merge branch 'toast_slopes' of http://git.magicalgirl.moe/STJr/SRB2 into toast_slopes 2016-06-04 19:48:04 +01:00
toasterbabe
ba528a075e Last few changes as reccomended by Red. (<3 u, no hetero) 2016-06-04 19:47:40 +01:00
Monster Iestyn
4c422f6605 OpenGL: closed door/window detection code now accounts for slopes, just like in software 2016-06-04 18:31:21 +01:00
Alam Ed Arias
31a59f8ae6 Merge branch 'next' into toast_slopes 2016-06-02 17:45:16 -04:00
Monster Iestyn
83c4dba4ce Fix crash reported by FuriousFox at http://mb.srb2.org/showthread.php?t=41536
Basically this makes sure numwadfiles is updated before loading the SOC/Lua scripts, so if a Lua script calls COM_BufInsertText with the contents "addfile scr_mysticrealm.wad" it can't overwrite the last written wadfile slot! Not that COM_BufInsertText really should be used like that to begin with
2016-06-02 20:16:25 +01:00
toasterbabe
c1caf21323 Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch. 2016-06-02 16:51:12 +01:00
toasterbabe
882622d2e7 ...I made two major mistakes with P_GetMobjGravity.
*Didn't take into account object scale
*Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...)

This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...)
2016-06-02 16:42:07 +01:00
toasterbabe
213a9632ca Let's multiply the thrust by the mobj's friction. You should have less chance of purchase on a slippery slope (tee hee) and more on a rough one, but the slopes were basically identical during testing before I implemented this change. 2016-06-02 16:09:33 +01:00
toasterbabe
80fceafcb9 Merge branch 'toast_slopes' of http://git.magicalgirl.moe/STJr/SRB2 into toast_slopes 2016-06-02 14:40:36 +01:00
toasterbabe
1493537dfc Moved the standingslope check in P_ZMovement to after the FOF and height adjustment as it is in P_PlayerZMovement, as reccomended.
Doesn't actually stop Crawla jittering, but might as well make it happen for consistency's sake.
2016-06-02 14:39:41 +01:00
wolfy852
919e3ed0e2 Make token available to Lua as a global variable
Reviewed by @RedEnchilada
2016-06-01 21:06:24 -05:00
Alam Ed Arias
507b336bd6 Merge branch 'next' into toast_slopes 2016-06-01 15:36:46 -04:00
Alam Ed Arias
208fb75a17 Merge branch 'master' into software-fixes 2016-06-01 15:35:55 -04:00
toasterbabe
44a6e8bb54 I_Error description syntax consistency (buzzword buzzword buzzword). 2016-06-01 19:52:12 +01:00
Monster Iestyn
43b6b2a53f Merge branch 'master' into next 2016-06-01 19:31:57 +01:00
Monster Iestyn
c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Monster Iestyn
bf85cc25bd OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews 2016-06-01 18:51:38 +01:00
Alam Ed Arias
629dd8e08f Merge branch 'next' into toast_slopes 2016-06-01 11:47:22 -04:00
Alam Ed Arias
0444e8a14c Merge branch 'master' into next 2016-06-01 11:45:57 -04:00
toasterbabe
ae8b45965c No Size_t --> int
in an I_Error print!
[/rhyme]
2016-06-01 16:45:10 +01:00
Alam Ed Arias
87cf02e21b Merge branch 'master' into software-fixes 2016-06-01 11:17:57 -04:00
toasterbabe
76d108d760 Whoops, didn't realise pushing fixed and integer were different. My mistake. 2016-06-01 14:49:14 +01:00
toasterbabe
62c4338d60 Added P_GetMobjGravity to Lua. Check /toaster/gravitytest.lua for sample script. 2016-06-01 13:19:44 +01:00
Alam Ed Arias
f21c72b889 debug: always load exchndl.dll 2016-05-31 21:30:18 -04:00
Monster Iestyn
d24cc49443 Fix FOF height checks all over p_spec.c to account for slopes
This fixes certain sector specials and linedef executor specials etc not accounting for players/mobjs touching sloped FOFs
2016-05-31 21:31:29 +01:00
toasterbabe
7071fbe29e I made a mistake. Fuck git reverts, they are a nightmare, let's just do this the old fashioned way. 2016-05-31 18:13:17 +01:00
toasterbabe
d4d44777f4 Okay, now vertex slopes aren't placement-order-dependent any more. Hopefully this is the best way to handle things. 2016-05-31 17:43:27 +01:00
toasterbabe
d998ddfae4 When you haven't found all the vertices, it's just not safe to carry on. Hit them with a descriptive I_Error so they don't get confused as hell like Glaber did. http://mb.srb2.org/showthread.php?t=41455 for reference.
Also took the opportunity to nuke or otherwise neuter a bunch of Kalaron's bizzare ramblings (most are questions which have long-been answered by Red's efforts) at the same time.
2016-05-31 17:07:28 +01:00
Monster Iestyn
d5184847d6 Merge branch 'master' into software-fixes 2016-05-31 16:29:02 +01:00
Alam Ed Arias
7dd3a4ba7b Merge branch 'master' into next 2016-05-31 11:26:51 -04:00
toasterbabe
da2abbb39f Failed a build because C is an obnoxious language. 2016-05-31 16:24:51 +01:00
toasterbabe
6058eec1c9 Holy shit. I spent two hours staring at how garbage this code was and didn't even realise it was #ifdef'd out behind a define not even mentioned in doomdef.h. It's not actually used anywhere (superseded entirely by the much nicer, much more relevant P_NewVertexSlope()... out with you, ancient, foul demons who should've been SPRINGCLEANed long ago. 2016-05-31 16:14:21 +01:00
Monster Iestyn
8b2b49fb04 Just some final cleanup of the code I changed 2016-05-31 16:08:29 +01:00
toasterbabe
ad61050bb0 Whitespace removal. 2016-05-31 16:01:05 +01:00
toasterbabe
fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00
Monster Iestyn
eb90f4f50d welp no success in fixing the sky HOMs yet, committing progress anyway 2016-05-30 22:53:22 +01:00
Monster Iestyn
a2aeece419 Significant rework of main seg-rendering code, to eliminate the possibility of drawing off-screen and crashing the game as result
NOTE: HOMs sometimes appear in the sky in maps like AGZ (map40), so this isn't completely fine yet. I'll fix that later
2016-05-30 21:53:29 +01:00
Monster Iestyn
2c73e2a2cd Fix flung emeralds not disappearing in death pits
(assuming it wasn't an intentional behaviour thing of course)
2016-05-29 16:47:38 +01:00
Alam Ed Arias
209d76cb9d gcc-6: error: this ‘if’ clause does not guard... [-Werror=misleading-indentation] 2016-05-28 21:24:06 -04:00
Alam Ed Arias
9e196613a0 gcc-6: error: this ‘for’ clause does not guard... [-Werror=misleading-indentation] 2016-05-28 21:23:46 -04:00
Alam Ed Arias
4956be2bd4 gcc-6: error: left shift of negative value [-Werror=shift-negative-value] 2016-05-28 21:23:09 -04:00
Alam Ed Arias
35b254feaa D_MD5PasswordPass, fixup 2016-05-28 19:51:10 -04:00
Alam Ed Arias
3aea4a7601 replace strcpy with memmove in D_MD5PasswordPass() 2016-05-28 19:48:52 -04:00
Alam Ed Arias
d9aa430817 use memmove in D_MD5PasswordPass() and drop noreturn 2016-05-28 19:42:38 -04:00
Alam Ed Arias
35f36e1bba travis-ci: set v of nulK to 0 2016-05-28 19:28:37 -04:00
Alam Ed Arias
02e67a4a95 travis: add gcc 4.4, 4.6 and 4.7 2016-05-28 19:15:37 -04:00
Alam Ed Arias
ad6c2e634f travis: disable xcode6.3 2016-05-28 19:08:50 -04:00
Alam Ed Arias
f4a84c916e travis: Fixedup gcc 5 error and allow gcc 6 to fail 2016-05-28 18:41:08 -04:00
Alam Ed Arias
9731a8daa1 Merge branch 'master' into next 2016-05-27 14:39:23 -04:00
Alam Ed Arias
d1aab2e418 gcc: clear uninitialized warnings in am_map.c 2016-05-27 14:22:02 -04:00
Alam Ed Arias
390927cc32 Makefile: compile debug build with -Og on GCC 4.8 and higher 2016-05-27 14:14:04 -04:00
Alam Ed Arias
98b1254a65 Merge branch 'master' into next 2016-05-27 11:02:44 -04:00
Monster Iestyn
0081397920 OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved 2016-05-27 14:53:36 +01:00
Monster Iestyn
65d9c9e167 P_NetUnArchivePlayers doesn't like having "inline" either 2016-05-27 14:49:11 +01:00
Alam Ed Arias
869d582cc4 Makefile: ignore suggest=attribute for GCC 4.6 and up 2016-05-27 01:55:52 -04:00
Alam Ed Arias
20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias
008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias
3297fe11ed P_NetArchivePlayers() is too bad for inline 2016-05-26 23:39:08 -04:00
Alam Ed Arias
0079b4df64 Make: compile Release build will all the speed 2016-05-26 20:39:15 -04:00
Monster Iestyn
8ceba95bfa Fix slope collision detection for the camera
See http://mb.srb2.org/showthread.php?t=41494
2016-05-25 21:10:46 +01:00
Alam Ed Arias
8e32d978a1 Merge remote-tracking branch 'public/master' 2016-05-25 06:42:01 -04:00
Monster Iestyn
7c78b95a7d This is probably the "correct" way to set maskedtextureheight
Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Monster Iestyn
ab6d4d7aec Remove unused planefunction_t function typedef
(the number of unused things hiding around in SRB2's source code is silly lol)
2016-05-24 14:41:55 +01:00
Monster Iestyn
17346e29c3 Remove unused drawfunc_t function typedef 2016-05-24 14:38:31 +01:00
Alam Ed Arias
b96b999c1e MSVC: Move x86/x64 settings into commons props 2016-05-22 21:55:55 -04:00
Alam Ed Arias
79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias
47ae39ea62 netplay: fix off by 1 2016-05-22 11:03:04 -04:00
Alam Ed Arias
f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias
57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias
9550f9626b r_opengl.dll: UPX and static link libgcc 2016-05-20 17:36:46 -04:00
Alam Ed Arias
ff5587d1d5 Merge branch 'master' into next 2016-05-19 18:03:56 -04:00
Monster Iestyn
c846b0ab23 Aren't some of these things already added later in sdl/Makefiles.cfg?
* -lSDL2_mixer is already added to SDL_LDFLAGS by default, unless NOMIXER=1 is set
* -DSDLMAIN should also be added to OPTS by default for MINGW=1 builds, unless NOSDLMAIN=1 is set
2016-05-19 16:51:05 +01:00
Alam Ed Arias
e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
Alam Ed Arias
6aa1aeb838 build: include own copy of SDL2main 2016-05-18 22:25:06 -04:00
Alam Ed Arias
ef488d2b03 MSVC: link to SDL2main, then SDL2 2016-05-18 21:41:27 -04:00
Alam Ed Arias
7193df7f75 MSVC: turn off SAFESEH for SDL release builds 2016-05-18 21:28:53 -04:00
Alam Ed Arias
ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias
205d16e3af added unsaved project changed 2016-05-18 20:05:24 -04:00
Alam Ed Arias
a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Alam Ed Arias
bbf9f5adc8 Makefile: use built-in SDL2 and SDL2_mixer for Mingw32 and Mingw64 2016-05-18 16:54:55 -04:00
Monster Iestyn
b4cf7fbc97 Fix player 1 and player 2 affecting whether the other can see skyboxes or not 2016-05-18 18:20:56 +01:00
Monster Iestyn
1e50691e08 Remove extern for unused "oncontinuescreen" variable 2016-05-18 17:41:11 +01:00
Inuyasha
ab7af594d9 Merge branch 'nights-hotfix' into 'next'
NiGHTS hotfix

Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them

These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.

See merge request !71
2016-05-18 07:09:05 -04:00
Alam Ed Arias
5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
e3dac00aa9 If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00