Commit graph

3329 commits

Author SHA1 Message Date
toasterbabe
e67f48df83 Forgot to revert the other files. 2016-11-02 20:35:53 +00:00
toasterbabe
7b12820c82 Tweaked P_CheckSolidLava to avoid changing its function signature, and P_CanRunOnWater now supports slopes too. 2016-11-02 20:32:36 +00:00
Louis-Antoine
8b72b553be Fixed warnings 2016-11-02 20:10:08 +01:00
Louis-Antoine
2d72b2fac6 You can now move the cursor in command prompt and chat, using left/right, ctrl+left/right, home/end, and select text with shift 2016-11-02 19:31:06 +01:00
Alam Ed Arias
67d2211bca whitespace: cleanup 2016-11-01 15:54:52 -04:00
toasterbabe
d21b091b96 * Slope/gravity support for quicksand complete.
* Space sector support complete, bounds of drowning now altered slightly.
* Knuckles climb now has symmetrical slope support for both normal and reverse gravity.
* All slope-determining topheight and bottomheight code is now identical in form.
* Camera postimages now support slopes properly.
2016-10-31 22:14:34 +00:00
toasterbabe
d13ca362d6 Quicksand now supports slopes and also reverse gravity. 2016-10-31 21:34:43 +00:00
toasterbabe
04a38a683b Okay, this is a biggun. Pay attention, everyone.
Moved the handling of P_PlayerInSpecialSector to P_PlayerAfterThink from P_PlayerThink.
* This allows the player to get hurt on sloped lava surfaces that are moving downwards.
* Also prevents the player from standing on death pits for 1 tic.
* Prevents the player moving 1 extra tic's worth of movement of pain when hit by sector.
* Thankfully, no consequences re conveyors.
* Like, the only consequences I've found have been positive. However, this DOES need to be thoroughly investigated before it can be allowed anywhere near Next itself.
2016-10-31 20:15:11 +00:00
toasterbabe
a2dabd7041 Fixed a bunch of things MI pointed out. 2016-10-31 14:03:53 +00:00
toasterbabe
1bbbe15ee5 Fixed a bug with being able to go under the lava because P_CheckSolidLava doesn't take slopes into account.
(neither does P_CanRunOnWater, but I don't think it's necessary to make that check more complicated as you probably shouldn't be able to waterrun up steep surfaces anyways)
2016-10-31 13:53:52 +00:00
toasterbabe
1e1a6c32f0 Corrected non-complete set of cases. 2016-10-31 09:34:24 +00:00
toasterbabe
6a2e101ebe Forcing on triggerspecial_touch for slopes, because pain slopes and it would be a pain to handle this manually. 2016-10-31 00:03:07 +00:00
toasterbabe
2d50dd1fd1 A bunch of fixes that allow for proper handling of triggerspecial_touch. Not perfect, but I don't have any more time to spend tonight. 2016-10-31 00:02:38 +00:00
Monster Iestyn
4d46190418 Merge branch 'public_next' 2016-10-30 19:34:54 +00:00
Monster Iestyn
6e73e2cd97 Merge branch 'next' into public_next 2016-10-30 19:34:29 +00:00
Alam Ed Arias
5fed10913f Merge branch 'master' into next 2016-10-30 13:02:01 -04:00
toasterbabe
f77c3444a3 Don't use shield abilities after the armageddon's used up! 2016-10-30 14:23:53 +00:00
toasterbabe
6570912b1a Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next. 2016-10-30 14:09:51 +00:00
toasterbabe
08a4fc8382 Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump. 2016-10-30 14:01:56 +00:00
Alam Arias
51cb45cd4b Merge pull request #119 from ilag11111/linux64-soundcrash-fix
Prevent resampling-related crashes on Linux 64-bit
2016-10-29 14:14:41 -04:00
toasterbabe
31d569a15b No more changing skins when you're in singleplayer and manage to enter a hole in the gamestate defenses! 2016-10-29 18:12:41 +01:00
toasterbabe
5a798bddbd Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 17:14:45 +01:00
Monster Iestyn
304f4625e5 Merge branch 'master' into crumble-FOF 2016-10-29 17:06:34 +01:00
Monster Iestyn
82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
Monster Iestyn
39f837e56f Merge branch 'master' into lua-additions 2016-10-29 17:05:31 +01:00
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
Monster Iestyn
93b6550186 Merge branch 'next' into public_next 2016-10-29 17:03:20 +01:00
Monster Iestyn
158db5d380 Merge branch 'hereicome_rougherthanleather' into 'next'
P_IsPointInSubsector fix! (Most importantly: Knuckles No Longer In Space)

Now works in GL by not relying on stuff which GL mutates! Thanks for the guidance, @MonsterIestyn! Tested in Steel_Titanium's Nightlight Ruins (in SUGOI), which had the perfect testbed for plenty of Knuckles issues AND is one of the first maps out to the public which eschews thok barriers altogether in some sections.

* Knuckles climbing on one sided lines is now super great and doesn't allow any space-climbing at all, OGL-exclusive OR renderer-independent. I was able to restore my earlier perfect-in-Software fix because now it also works fine in GL, too!
* The devmode TELEPORT command now actually prevents you from going outside maps which don't have thok barriers near where you were. (It only prevented you from going outside maps with thok barriers because the thok barriers bled outwards and failed some other conditions.)
* Camera now behaves identically between Software and GL. (Look closely at p_user.c - I didn't modify any code in that section, but the chasecam DOES call P_IsPointInSubsector...)
* Here's a biggun - OpenGL precipitation is ALSO fixed! Yup. That's right. It used P_IsPointInSubsector too, and THAT'S why it was broken for all this time. (I did have to do a few other changes beyond just flipping the ifdef, but HOLY SHIT.) Tested this in Mystic Realm's second zone, which kept rain all the way through in OGL!!

(And yes, I AM compiling with OGL on for this branch.)

See merge request !128
2016-10-29 12:00:17 -04:00
toasterbabe
1c1af15b4f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 16:56:50 +01:00
toasterbabe
ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe
ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn
b1a53f6623 Merge branch 'public_next' 2016-10-29 16:52:43 +01:00
Monster Iestyn
5b6310c1c6 Merge branch 'next' into public_next 2016-10-29 16:52:22 +01:00
Monster Iestyn
8b5abd957c Merge branch 'slopes_n_objects' into 'next'
Fixing various problems with MF_SOLID collision

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

* Solid objects are now no longer intangible when your z is less than the other object's.
    * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
    * Unfixed = http://gfycat.com/BareLimitedCavy
    * Fixed = http://gfycat.com/JubilantOffensiveGar
* You now properly lose your momentum when jumping at a solid object.
    * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
    * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
    * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter

See merge request !119
2016-10-29 11:19:37 -04:00
Monster Iestyn
2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe
8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe
fe67c6fbea Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into shield_issues 2016-10-29 16:06:41 +01:00
toasterbabe
b9e7abe7ff Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 15:59:45 +01:00
Monster Iestyn
f4ddaf51ab Merge branch 'public_next' 2016-10-29 15:37:53 +01:00
Monster Iestyn
d80987a44d Merge branch 'next' into public_next 2016-10-29 15:37:19 +01:00
Alam Arias
dfc83a5483 Merge pull request #128 from Yukitty/fix-animdefs
Fix ANIMDEFS process order
2016-10-28 22:45:37 -04:00
Monster Iestyn
5da972f314 Remove disabled LUA_BLOCKMAP code from lua_baselib.c 2016-10-28 18:56:07 +01:00
Monster Iestyn
dc1e7165f7 Created lua_blockmaplib.c, for Lua's blockmap library
my P_SearchBlockmap_* functions are now a single searchBlockmap function, you can choose between "objects" and "lines" with the first arg to decide what to iterate through. I also rearranged the argument order a bit for easy stack cleanup etc

I'll remove the old stuff later, don't worry, it's disabled for now
2016-10-27 18:10:30 +01:00
Monster Iestyn
60dcfd1021 Pop result of P_SearchBlockmap_Objects's function arg
Also P_SearchBlockmap_Lines is a thing now too
2016-10-25 22:39:27 +01:00
Monster Iestyn
98e43ac0d9 Fixed ffloor_t Lua variables not actually saving to $$$.sav
Stupid overlooked semicolons
2016-10-25 16:15:17 +01:00
Monster Iestyn
36b7156ff7 Turns out it does work yay, just had to make some tweaks really
Next question: should the calling mo be able to find itself in the blockmap, or should it skip itself?
2016-10-24 23:11:41 +01:00
toasterbabe
bfdaf5ee90 Fixed the Force stop's scaling properly. Woo! Branch is basically done now. 2016-10-24 20:51:23 +01:00
toasterbabe
a533701d85 You know what, let's make this less hacky. 2016-10-24 18:53:22 +01:00
toasterbabe
cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +01:00
Monster Iestyn
c42e7ee4b4 Merge branch 'next' into slopes_n_objects 2016-10-24 16:50:06 +01:00