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
Louis-Antoine
9658ef2c5b
Add .dat and .csv to whitelisted file extensions
2020-01-24 17:51:20 +01:00
Louis-Antoine
e0f0984fcc
Rename "luafiles/shared/" to "luafiles/client/"
2020-01-24 17:11:00 +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
Tatsuru
295f052f2d
I don't know how these even come up
2020-01-24 01:03:38 -03:00
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
Louis-Antoine
3b22a84296
Split open() into open() and openlocal()
...
open() for normal, consistency-friendly reading,
openlocal() for writing and local reading.
2020-01-24 02:47:51 +01:00
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
e8760fe5dd
Update Lua I/O support to 2.2
2020-01-22 23:08:57 +01:00
Bartu İnce
875774a45f
no message
2020-01-22 22:08:08 +01:00
Bartu İnce
c72e0efee4
"page x of y"
2020-01-22 21:57:28 +01:00
Bartu İnce
912734ffe6
Extra emblems display, take 2.
2020-01-22 21:52:15 +01:00
Bartu İnce
aa05581de2
Added support for 10+ emblem hints
2020-01-22 18:53:17 +01:00
lachwright
32607d6195
Reduce severity of glide landing & move skid dust to separate function
2020-01-23 01:02:44 +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