Commit graph

2997 commits

Author SHA1 Message Date
Monster Iestyn
2c221da453 Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now"
This created HOMs in THZ2's skybox, ack.

This reverts commit eba382df1b.
2016-05-03 15:26:54 +01:00
Monster Iestyn
300275534f Merge branch 'next' into demo-replay-fixes 2016-05-03 15:10:30 +01:00
Inuyasha
8adacf7c32 update to use 2.1.15 assets 2016-05-03 06:02:52 -07:00
Inuyasha
782f6e9330 dupx and dupy are important for Lua too 2016-05-02 22:25:00 -07:00
Monster Iestyn
f0bea2cebf Merge branch 'next' into gl-slopes 2016-05-02 22:51:51 +01:00
Monster Iestyn
eba382df1b Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now
Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
2016-05-02 22:08:14 +01:00
Monster Iestyn
b5afc70cc8 Hack to fix DSZ2 left route waterslide: apply Red's step up changes only to slopes
that is, I believe slopes are why he added this code anyway *shrugs*
2016-05-02 17:04:28 +01:00
Inuyasha
7c79bbc0b3 Proper overflow checking, applied to FOFs and midtex's too
This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Inuyasha
37575d2219 Revert "Another thing that probably needed to check for slopes"
This breaks plane display for thok barriers

This reverts commit ee00da6a74.
2016-05-02 04:08:48 -07:00
Inuyasha
bb9098b532 Merge branch 'portal-fix' into 'next'
Fix portal and plane/sky interaction

More portal-related fixes:
* Fixes rendering issue 4 from issue #21 (Slope planes render with wrong height values when visportals are visible on-screen)
* Fixes sky rendering through portals, so that the sky you see through each portal is what you'd expect to see if you were actually there. Easiest way to see what I mean is through sky 22's planet, in a map with portals at 90 degrees to the other sides respectively (the example map on the wiki for ld40, for instance).

See merge request !65
2016-05-01 22:03:37 -04:00
Monster Iestyn
2ddde83601 General improvements to Lua error messages for out-of-bounds stuff.
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
2016-05-01 22:14:42 +01:00
wolfy852
a077be85cf Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into next 2016-04-30 15:00:04 -05:00
wolfy852
969a254cb6 Remove the super float from non-Sonic characters
Should fix conflicts with Lua-scripted jump spin abilities.
2016-04-30 14:59:51 -05:00
Alam Ed Arias
26f78de3b4 Merge branch 'master' into next 2016-04-30 11:45:11 -04:00
Inuyasha
a55f207738 Merge branch 'gl-fademask-fix' into 'master'
Fix OpenGL Fademasks (Screen Transitions)

Screen transitions don't work in OpenGL when scr_depth is set to 8 or 16 bits.
This fixes that.

See merge request !67
2016-04-30 11:34:04 -04:00
Sean Ryder
0eb41b4450 Flip fade mask Y coordinates
For some reason every texture and flat loaded into GL is vertically flipped
2016-04-30 13:40:00 +01:00
wolfy852
6fcb6d27fe Fix Lua not having access to timeshit
Fixes http://mb.srb2.org/showthread.php?t=41403. Not sure why nobody noticed this earlier.
2016-04-30 03:19:00 -05:00
Sean Ryder
d2d73f085d Change internal formats of screen fade texture to RGB
Don't think either of them need RGBA
2016-04-29 20:56:46 +01:00
Sean Ryder
55a1de899c The fade masks textures should use an alpha format
So they don't get effected by the texture format set by the screen depth
GL_RGB5_A1 from 16-bit was removing all alpha from the texture
2016-04-29 18:58:20 +01:00
Monster Iestyn
770fa6f924 Disable 16bpp drawing code since nothing of it is currently used anyway 2016-04-29 18:32:03 +01:00
Monster Iestyn
8fd8f2c316 Disable "splats" command unless WALLSPLATS is enabled
apparently it was never used for what exists of floor splats' code, huh
2016-04-29 18:01:05 +01:00
Inuyasha
8e753c1886 compilation fix for DEBUGRANDOM 2016-04-27 17:17:35 -07:00
Monster Iestyn
ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Monster Iestyn
0a887948eb Ensure pixhigh/pixlow is always set whenever the game decides a top/bottom texture should be drawn
This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
2016-04-25 18:48:14 +01:00
Inuyasha
b288d8a399 Merge branch 'bp_random2' into 'next'
xorshift* PRNG

This needs testing to ensure I didn't mess anything up switching function names around.

Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.

The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.

The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).

This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.

P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.

See merge request !64
2016-04-24 18:03:13 -04:00
Monster Iestyn
b8cc36dfd1 P_LookForEnemies should not change the player's angle until the target has been decided
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
2016-04-22 22:28:00 +01:00
Monster Iestyn
d53801c85c Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled 2016-04-21 18:50:30 +01:00
Inuyasha
5a6f538618 Merge branch 'skybox-hotfix' into 'next'
Skybox hotfix

This branch fixes how, for a skybox with both a centerpoint and viewpoint, the first person view code did not take the centerpoint's angle into account. So when the centerpoint's angle is NOT 0 (or a multiple of 360), this results in the skybox "moving the wrong way" when you're viewing the skybox this way and moving about.

...yeah sorry guys, I commited to a copy of next again, whoops. Cherry-pick the relevant commit into master if this works out fine - after all, this shouldn't affect netgames I think (it's purely about rendering after all)

See merge request !56
2016-04-20 16:56:22 -04:00
Monster Iestyn
009616e6ac Merge branch 'next' into gl-slopes 2016-04-20 20:47:47 +01:00
Monster Iestyn
ab2cadd372 Merge branch 'next' into slope-fixes 2016-04-20 20:47:11 +01:00
Monster Iestyn
ae491f1b8c Merge branch 'next' into skybox-hotfix 2016-04-20 20:46:43 +01:00
Monster Iestyn
96d329ad49 Merge branch 'next' into portal-fix 2016-04-20 20:46:13 +01:00
Monster Iestyn
dcf1ccb950 Merge branch 'next' into demo-replay-fixes 2016-04-20 20:45:43 +01:00
Monster Iestyn
e0604bb5f3 Merge branch 'master' into next 2016-04-20 20:27:09 +01:00
Monster Iestyn
69b43aee2d Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that 2016-04-20 20:26:41 +01:00
Monster Iestyn
8d7edbff1a Merge branch 'next' into gl-slopes 2016-04-20 18:21:49 +01:00
Monster Iestyn
c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Monster Iestyn
e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn
d47ccb0859 Merge branch 'next' into skybox-hotfix 2016-04-20 18:16:46 +01:00
Monster Iestyn
42b281f06c Merge branch 'next' into portal-fix 2016-04-20 18:16:16 +01:00
Monster Iestyn
60ec0ff294 Merge branch 'next' into demo-replay-fixes 2016-04-20 18:15:36 +01:00
Monster Iestyn
b797ae9731 Merge branch 'master' into next 2016-04-20 18:05:51 +01:00
Monster Iestyn
0aba2f607b Fix FOFs with FF_CUTSOLIDS but not FF_SOLID causing software renderer problems and even crashes
Always wondered why a flag meant for FOF physics was used in the rendering code, lol
2016-04-20 18:04:51 +01:00
Inuyasha
a26989c903 brevity is a virtue or something like that 2016-04-18 21:59:33 -07:00
Inuyasha
18d5d64a4d error conditions for Lua fixed point math 2016-04-18 14:50:15 -07:00
Monster Iestyn
be7b866e4f resynch_pak changes
* add skidtime, which we forgot before 2.1 release apparently
* change tics from INT16 to INT32
* change eflags from UINT8 to UINT16
* change actionspd/mindash/maxdash from INT32 to fixed_t
2016-04-16 18:40:14 +01:00
Monster Iestyn
f96b830f36 Write/read FOF flags as 32-bit not 16-bit, whoops 2016-04-16 18:06:26 +01:00
Monster Iestyn
7830a9e27b Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2
I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
2016-04-10 20:27:55 +01:00
Monster Iestyn
11c24f5ab6 Merge branch 'next' into gl-slopes
# Conflicts:
#	src/hardware/hw_main.c
2016-04-09 22:12:29 +01:00
Alam Ed Arias
b9eed02123 whitespace clean 2016-04-07 16:34:36 -04:00