Commit graph

3241 commits

Author SHA1 Message Date
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
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
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
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
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
Alam Ed Arias
b9b5d20300 Makefile: move ZLIB flags outside of GME check 2016-11-13 17:34:53 -05:00
Inuyasha
6c40eb5cd7 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next 2016-11-10 16:13:35 -08:00
Monster Iestyn
fea97b4880 Merge branch 'master' into next 2016-11-10 16:45:49 +00:00
Inuyasha
2569a1eda6 Merge branch 'console-improvements' into 'master'
Console improvements

* Unused console backgrounds no longer take up memory
* Input cursor can now move left and right
* Support for selections (Shift-arrow keys, CTRL-A, etc)
* Clipboard support (CTRL-C to copy, CTRL-V to paste, CTRL-X to cut)
* Fixed handling of simultaneous modifier key presses

https://dl.dropboxusercontent.com/u/3518218/21/console.gif

None of this affects chat yet, that's not part of the console. I'll look at it later.

See merge request !133
2016-11-09 20:42:56 -05:00
Prisima the Fox
b1ce5896aa Remove boolean remnants 2016-11-08 10:30:01 -05:00
Alam Ed Arias
93c9841360 move Windows zlib options out of PNG to ZLIB 2016-11-06 15:11:02 -05:00
Monster Iestyn
798f4d498d Merge branch 'next' into public_next 2016-11-06 18:01:49 +00:00
Monster Iestyn
f97301b8b8 Merge branch 'master' into next 2016-11-06 17:59:35 +00:00
Monster Iestyn
0882dd79c0 Merge branch 'md2-limits-check-hotfix' into 'master'
MD2 limits check hotfix

Fixing slight mistake made in merge request !132 that someone else spotted, no real explanation needed

See merge request !134
2016-11-06 12:57:48 -05:00
Monster Iestyn
2dfb841c38 Correcting slight mistake I made 2016-11-06 17:50:04 +00:00
Monster Iestyn
90d82a8358 Merge branch 'next' into public_next 2016-11-05 19:51:57 +00:00
Monster Iestyn
7b9328781f Merge branch 'master' into next 2016-11-05 19:36:04 +00:00
Monster Iestyn
3bf19a004e Merge branch 'md2-limits-check' into 'master'
MD2 vertex/frame/triangle/etc limits checking

Fix for this bug: http://mb.srb2.org/showthread.php?t=42099

The model reading code didn't properly check if the model had too many vertices, so models with higher counts freely broke the game. This fix now stops that and prints an error message if that is the case.

However, it seems some models happily exceed other limits such as texcoords without problem (to my knowledge), so I've not bothered with checking those limits for now. Perhaps this could be a time to discuss if we need to change such limits again or not? Either way, one can easily uncomment my lines for checking texcoords/skins/triangles limits later if needed.

EDIT: I've allowed checking for triangle and frame limits too now, after some discussion.

See merge request !132
2016-11-05 15:20:39 -04:00
Monster Iestyn
8909b7c27b Change >= to >, I THINK having exactly 4096 vertices is safe? 2016-11-05 17:38:36 +00:00
Louis-Antoine
6f4699fb77 MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks. 2016-11-04 18:56:25 +01:00
Inuyasha
55400a262d go fuck yourself stupid compiler
...your guesses should not be treated as errors.
2016-11-04 02:02:26 -07:00
Inuyasha
010c52aed2 show highlight BG over ellipses if highlight extends offscreen
+ bug fixes
2016-11-03 19:36:43 -07:00
Inuyasha
bb92986aee Merge branch 'console-improvements' of http://git.magicalgirl.moe/STJr/SRB2 into console-improvements
# Conflicts:
#	src/sdl/i_system.c
2016-11-03 17:31:24 -07:00
Inuyasha
e245cdfcbf Console with moving cursor, selections, etc 2016-11-03 17:30:30 -07:00
Monster Iestyn
efe02e2a42 allow triangle/frame limits too 2016-11-03 22:53:49 +00:00
Monster Iestyn
561a0fe768 Attempt loading of an MD2 only once; if we failed then don't bother again
This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn
2ec972af54 check numVertices, bail out and print error message if there are too many
I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00
Alam Ed Arias
1f6388a2e0 Fix up Win32 interface code misdeclaration of I_ClipboardPaste() 2016-11-03 14:35:32 -04:00
Alam Ed Arias
8040a68fa0 Clipboard: remove Win32 code for SDL Clipboard API 2016-11-03 14:29:51 -04:00
Alam Ed Arias
f3751828cb Merge branch 'master' into next 2016-11-03 12:51:48 -04:00
Inuyasha
bb20cfd6be Clipboard copy/paste testing
(unfinished, but basics work)
2016-11-03 01:43:57 -07:00
Alam Arias
115b99db0f Merge pull request #132 from STJr/revert-130-console-and-chat-improvement
Revert "Chat and console improvements"
2016-11-03 03:36:50 -04:00
STJrInuyasha
b2c71944f6 Revert "Chat and console improvements" 2016-11-03 00:34:15 -07:00
Alam Ed Arias
941df72b6f Merge branch 'master' into next 2016-11-03 02:06:49 -04:00
Alam Arias
d4ee063c4c Merge pull request #130 from LJSonik/console-and-chat-improvement
Chat and console improvements
2016-11-03 02:05:47 -04:00
Inuyasha
c277125fe7 modifier key status made globally accessible
now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
Inuyasha
8107765677 make console back color use just one section of memory
let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
2016-11-02 14:26:35 -07:00
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