Commit graph

1419 commits

Author SHA1 Message Date
Alam Ed Arias
472dce1ae6 Do not why we are not checking REJECT\0\0, let fix this check 2016-06-11 21:42:02 -04:00
Monster Iestyn
1d0e74f9c0 "REJECT" is only 5 chars long, not 8. 2016-06-11 21:19:16 +01:00
Monster Iestyn
a7a7a7ee6d Added P_LoadReject function to properly check if REJECT lump is valid or not when loading it, so P_CheckSight can avoid accessing it if not.
This should mean that maps built with ZBSDP (no reject) should have less or no problems in netgames compared to the standard ZenNode maps now, hopefully. =)
2016-06-11 18:45:56 +01:00
Monster Iestyn
df92dc8d9e Print debugging message if sector->linecount is zero 2016-06-11 16:14:08 +01:00
toasterbabe
9e87f6d85d i did so much in this branch, so UPGRADE ME TO PROGRAMMER
note: once this is merged into internal, you should probably remove me from "programming assistance" so i'm not duplicated for no clear reason. unless you want me to slowly take over every section in the credits >:3c
2016-06-10 22:45:42 +01:00
Monster Iestyn
a04fcce3a9 Hack to fix midtextures for polyobjects being mucked up
"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
2016-06-09 22:07:43 +01:00
Monster Iestyn
20c2d84c78 Fix single side line midtexture skewing
Red apparently left in code for single-sided linedefs to NOT skew their midtextures ...but it doesn't work because it doesn't stop the skewing code from running instead, regardless of whether Effect 1 is on or not. If it's decided single-sided line midtextures shouldn't do this though, the non-skew code could just as well be thrown out lol (or something else I guess?)
2016-06-09 20:37:36 +01:00
toasterbabe
661da15146 Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.
When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
2016-06-09 18:16:13 +01:00
toasterbabe
1723bb55f9 Okay, NOW I fixed the compile error. Forgot to stage this. 2016-06-09 15:24:23 +01:00
toasterbabe
c5ff41d6a6 Fixed compile error and placed the #undefs for xsign and ysign in more logical places. 2016-06-09 15:20:45 +01:00
toasterbabe
19b186e52e Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot. 2016-06-09 15:16:25 +01:00
toasterbabe
7af14c20ed Everywhere in the code that was doing things wrong has been changed.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
2016-06-09 14:56:24 +01:00
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
Alam Ed Arias
6d2d48f152 Merge branch 'skybox-sprites-fix' into 'master'
Fix for rendering sprites in skyboxes

This branch fixes the visual glitches one sees with sprites for objects within skyboxes, typically with parts of or all of some sprites disappearing from view even though they shouldn't be.

See merge request !84
2016-06-08 14:05:06 -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
Nipples the Enchilada
6bf40b8f40 Merge branch 'gl-slope-doors' into 'master'
OpenGL slope fixes again

This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something.

(if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad)

See merge request !81
2016-06-04 14:28:07 -04:00
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
Alam Ed Arias
5c24efac21 Merge branch 'master' into next 2016-06-01 15:35:03 -04:00
toasterbabe
44a6e8bb54 I_Error description syntax consistency (buzzword buzzword buzzword). 2016-06-01 19:52:12 +01:00
Alam Ed Arias
a7640e4d6c travis: compress the build cache 2016-06-01 14:32:03 -04:00
Monster Iestyn
43b6b2a53f Merge branch 'master' into next 2016-06-01 19:31:57 +01:00
Monster Iestyn
7fc1c7466d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git 2016-06-01 19:24:00 +01:00
Monster Iestyn
c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Alam Ed Arias
dfe5246636 appveyor: only for taggeed master builds 2016-06-01 14:01:12 -04:00
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