Commit graph

2146 commits

Author SHA1 Message Date
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
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
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
82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +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
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
toasterbabe
bf873f8a9b Fixed a heinous modding bug with not properly updating dehacked.c, and added pf_SHieldability to debug. 2016-10-24 16:30:40 +01:00