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
Inuyasha
3b4b7a05fd
Better CTF in splitscreen, no death message for spectators
2016-04-06 19:55:58 -07:00
Inuyasha
0dd92e9396
V_DrawFill in OGL now consistent with software
2016-04-06 18:33:38 -07:00
Inuyasha
3117a6a16e
Splitscreen fixes
...
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Inuyasha
5aea82ec91
Some drawing code cleanup
...
Fixed mashing buttons during fades causing crashes,
messed up behavior, record attack anywhere,
all the damn stupid bugs that it caused, basically
2016-04-06 18:01:01 -07:00
Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Inuyasha
e91cfa7110
Fixed frustrating MIDI stuff
...
Until we use something besides Native MIDI to play
back MIDI music, MIDI volume changing is disabled
since it causes way too much of a damn headache.
(It's not even our fault, it's fucking MS.)
2016-04-06 08:16:13 -07:00
Monster Iestyn
29f0301540
Whoops
2016-04-05 21:21:45 +01:00
Monster Iestyn
e8a4d7b7b8
Fix replay camera not being turnable when climbing, sliding ...and several other things.
...
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Monster Iestyn
1df25050be
Merge branch 'next' into bp_random2
2016-04-05 17:26:05 +01:00
Monster Iestyn
93a1e46f1c
Merge branch 'next' into slope-fixes
2016-04-05 17:19:28 +01:00
Monster Iestyn
acdba7316c
Merge branch 'next' into skybox-hotfix
2016-04-05 17:18:48 +01:00
Monster Iestyn
53b093b197
Merge branch 'next' into portal-fix
2016-04-05 17:18:08 +01:00
Monster Iestyn
69a58d8369
Fix lighting parity between resolutions for sprites and FOFs
2016-04-05 15:33:55 +01:00
Monster Iestyn
7a369a5650
Turns out boss thing types re-setting mthing->z is a left-over from 1.09.4 and older versions
...
Apparently bosses and players used to use options >> 5 instead of 4 for z heights, or so it seems
2016-04-05 12:39:53 +01:00
Monster Iestyn
48e3b5e37d
Corrected botch-up with plane viewangles, slope planes probably broke because of the last commit
2016-04-05 10:43:56 +01:00
Monster Iestyn
44fe6e0533
Fix sky rendering when visportals are on-screen.
...
They now render the same way they would if you were actually at the other side of each portal. Why didn't they do this before?
2016-04-04 21:46:51 +01:00
Monster Iestyn
3c5a8b806d
Fix slope planes rendering at wrong heights when visportals are visible on-screen
2016-04-04 20:49:01 +01:00
Inuyasha
1db51f5a23
doomed# 750 shouldn't ever spawn objects
2016-04-03 19:49:27 -07:00
Monster Iestyn
5f3beb6899
Fix M_PI not being defined for Visual Studio
2016-04-02 20:09:00 +01:00
Monster Iestyn
cf89a5bb11
Removed obsolete PORTAL_LIMIT macro
2016-04-02 17:04:23 +01:00
Monster Iestyn
aab5e656ea
removed unused "total" variable in P_GroupLines
2016-04-02 17:01:58 +01:00
Alam Ed Arias
1c16943be8
Merge branch 'next' into bp_random2
2016-03-31 21:44:03 -04:00
Alam Ed Arias
b45b9801d6
Merge branch 'next' into slope-fixes
2016-03-31 21:43:51 -04:00
Alam Ed Arias
d2241ce30a
Merge branch 'next' into skybox-hotfix
2016-03-31 21:42:59 -04:00
wolfy852
f3f2c59622
Remove p_fab.c
2016-03-31 20:42:01 -05:00
Inuyasha
816990a3ed
Merge branch 'polyobj-teeter-fix' into 'next'
...
Fix for teetering on PolyObjects
So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.
What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.
There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.
See merge request !54
2016-03-31 20:55:28 -04:00
Inuyasha
042331edd5
Merge branch 'patch-scaling-flip-fix' into 'next'
...
Fixes for patch scaling and V_FLIP usage
The following issues are fixed by this branch:
* a patch using both scaling and V_FLIP does not appear in the "correct" place on the screen. Thanks to LJSonic for pointing this out to me on 'fun
* Scaled and/or V_FLIPed patches wrap at the left/right screen edges even though they're not supposed to. V_FLIP patches at these edges may also crop the wrong side of the patch if they're at the right edge.
See merge request !60
2016-03-31 20:21:51 -04:00
Inuyasha
31cec9dfee
Merge branch 'portal-fix' into 'next'
...
Some fixes for portals
Specifically the following things are fixed in this branch:
* a memory leak resulting from not clearing away clipping-related arrays each tic you view a portal
* a very specific crash to do with portals sometimes (unintentionally) using a hack on drawsegs that don't actually belong to them ...which results in a crash if the drawsegs in question have midtextures. I reported it on the MB a year ago, with a test map included there: https://mb.srb2.org/showthread.php?t=38199&page=4#79
* another specific crash to do with mirrored (horizontally flipped) sprites that are scaled, particularly when you cover up the left edge of them via portals at the least. Needs more testing to be absolutely sure this is fixed, and is also reproducable in the test map linked in the post above
May be fine to merge changes into master too, I don't really know exactly
See merge request !42
2016-03-31 20:19:58 -04:00
Inuyasha
96c1d7a14b
Merge branch 'camera-fix' into 'next'
...
Camera fix
This fixes the third person camera being silly around intangible PolyObjects, particularly the fact they can affect the camera's floorz and ceilingz even though I see no reason why they should do so.
Also a good reminder that POF_SOLID is the same as POF_CLIPLINES and POF_CLIPPLANES combined, which is probably how this issue came about to begin with. Can't say that with certainty of course.
See merge request !57
2016-03-31 20:17:27 -04:00
Alam Ed Arias
6b9fd60f06
Merge branch 'next' into camera-fix
2016-03-31 12:28:31 -04:00
Alam Ed Arias
e8770f0264
Merge branch 'next' into skybox-hotfix
2016-03-31 12:28:19 -04:00
Alam Ed Arias
8b4236c00d
Merge branch 'next' into portal-fix
2016-03-31 12:27:55 -04:00
Alam Ed Arias
121f144e3c
Merge branch 'next' into patch-scaling-flip-fix
2016-03-31 12:27:43 -04:00
Alam Ed Arias
47bb95f5f5
Merge branch 'next' into polyobj-teeter-fix
2016-03-31 12:26:52 -04:00
Alam Ed Arias
e16129a8c5
Merge branch 'next' into closestpointonline
2016-03-31 12:17:52 -04:00
Alam Ed Arias
32a950893e
Merge branch 'next' into slope-fixes
2016-03-31 12:17:40 -04:00
Alam Ed Arias
d77e541f29
Merge branch 'next' into bp_random2
2016-03-31 12:15:09 -04:00
Monster Iestyn
e34da95c4c
DEVMODE's automap now supports slopes
2016-03-31 16:32:25 +01:00
Inuyasha
fc8e7728cd
I meant to extend this to 4 seconds but forgot
2016-03-31 06:57:11 -07:00
Inuyasha
690b65b47f
"Sonic can now become Super Sonic" exists again
...
Fixed an off-by-one array error in the process
2016-03-31 06:51:04 -07:00
Inuyasha
3812b6bc20
the abs() is necessary; force unsigned shift and signed result
2016-03-31 06:48:08 -07:00
Alam Ed Arias
283c64ee20
Merge branch 'next' into camera-fix
2016-03-30 20:49:44 -04:00
Alam Ed Arias
9fcd06f152
Merge branch 'next' into skybox-hotfix
2016-03-30 20:49:20 -04:00
Alam Ed Arias
f84d76c683
Merge branch 'next' into portal-fix
2016-03-30 20:43:25 -04:00
Alam Ed Arias
44afedd85f
Merge branch 'next' into patch-scaling-flip-fix
2016-03-30 20:42:59 -04:00
Alam Ed Arias
d26c486c6d
Merge branch 'next' into polyobj-teeter-fix
2016-03-30 20:42:33 -04:00
Alam Ed Arias
bdcdf8ddab
Merge branch 'next' into closestpointonline
2016-03-30 20:42:07 -04:00
Alam Ed Arias
4370459166
Merge branch 'next' into slope-fixes
2016-03-30 20:41:33 -04:00
Alam Ed Arias
a935ac21e8
Merge branch 'next' into bp_random2
2016-03-30 20:40:48 -04:00
Alam Ed Arias
75f65c4d44
using abs() on unsigned have no effect
2016-03-30 20:17:09 -04:00
Alam Ed Arias
51aa7692d8
Merge branch 'master' into next
2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d
removed/remline ununsed code
2016-03-30 14:05:07 -04:00
Alam Ed Arias
b169529dfd
switich to do the angle math in signed, then run it thur abs()
2016-03-30 11:47:27 -04:00
Inuyasha
9cec9093bb
denom of A_CheckRandom can't be zero, that would be bad
2016-03-30 06:20:57 -07:00
Alam Ed Arias
0fe6ee5339
cleanup abs warnings
2016-03-30 00:22:12 -04:00
Inuyasha
caf081b6f5
Merge branch 'bp_random2' of http://git.magicalgirl.moe/STJr/SRB2 into bp_random2
2016-03-29 16:35:21 -07:00
Inuyasha
480f9be51f
gotta start compensating for xorshift's needs
2016-03-29 16:27:57 -07:00
Inuyasha
3dc4cfc229
Simplicity is a virute... don't overcomplicate things.
2016-03-29 16:27:56 -07:00
Inuyasha
a3e940fe65
Compensate for insufficient RAND_MAX values.
2016-03-29 16:27:56 -07:00
Inuyasha
ac03ce39c8
*_Random is now *_RandomByte.
...
P_RandomChance is now a macro for something that should happen a
certain percentage of time.
P_SignedRandom was moved to a macro. Nobody cared.
# Conflicts:
# src/p_inter.c
2016-03-29 16:27:55 -07:00
Inuyasha
ce2c2de58a
P_Random now using a variant of xorshift
...
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.
Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.
Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.
2016-03-29 16:27:25 -07:00
Monster Iestyn
1108a52959
Check change in ceilinglightsec for markceiling code, not floorlightsec
2016-03-29 22:44:16 +01:00
Monster Iestyn
ee00da6a74
Another thing that probably needed to check for slopes
2016-03-29 22:32:09 +01:00
Monster Iestyn
ef832dd8b8
Fixed how two adjacent FOFs can prevent each others' walls from displaying if they're at least partially covered
...
Also some miscellaneous tweaks and changes to account for slopes properly
2016-03-29 18:59:56 +01:00
Monster Iestyn
6bda1a57a5
Fix FOF plane light underside checks
2016-03-29 15:40:01 +01:00
Monster Iestyn
bc8ea700ed
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into closestpointonline
2016-03-26 18:32:51 +00:00
Alam Ed Arias
583ffd2537
Merge branch 'next' into patch-scaling-flip-fix
2016-03-25 22:40:17 -04:00
Alam Ed Arias
f50a46a0cd
Merge branch 'next' into camera-fix
2016-03-25 22:40:04 -04:00
Alam Ed Arias
b11236a591
Merge branch 'next' into skybox-hotfix
2016-03-25 22:39:51 -04:00
Alam Ed Arias
21b13acd4b
Merge branch 'next' into polyobj-teeter-fix
2016-03-25 22:39:41 -04:00
Alam Ed Arias
b29a176275
Merge branch 'next' into slope-fixes
2016-03-25 22:39:11 -04:00
Alam Ed Arias
8d3ded4020
Merge branch 'next' into portal-fix
2016-03-25 22:38:56 -04:00
Alam Ed Arias
c23d971bcb
Merge branch 'master' into next
2016-03-25 22:37:48 -04:00
Alam Ed Arias
0f853640e2
macosx: We need CoreFoudation for SDLMain
2016-03-25 22:23:47 -04:00
Alam Ed Arias
077781cc56
macosx: drop CoreFoundation linking
2016-03-25 22:11:39 -04:00
Alam Ed Arias
2c4a27c7c6
macosx: let fix linking to SDL frameworks
2016-03-25 22:07:34 -04:00
Alam Ed Arias
18f51b343b
build: more mac fixes
2016-03-25 20:37:14 -04:00
Alam Ed Arias
dadf8e1260
cmake: remove fixed HWRENDER define
2016-03-25 20:21:56 -04:00
Alam Ed Arias
0c9081f762
cmake: try to fixup mac build
2016-03-25 20:10:14 -04:00
Alam Ed Arias
de2d327da7
Merge branch 'next' into patch-scaling-flip-fix
2016-03-25 18:47:21 -04:00
Alam Ed Arias
169210138d
Merge branch 'next' into camera-fix
2016-03-25 18:45:57 -04:00
Alam Ed Arias
5945b8f16c
Merge branch 'next' into skybox-hotfix
2016-03-25 18:45:00 -04:00
Alam Ed Arias
42aa41c552
Merge branch 'next' into polyobj-teeter-fix
2016-03-25 18:44:30 -04:00
Alam Ed Arias
49b1c277af
Merge branch 'next' into portal-fix
2016-03-25 18:43:07 -04:00
Alam Ed Arias
62d93a349f
Merge branch 'next' into slope-fixes
2016-03-25 18:42:01 -04:00
Alam Ed Arias
a567ce8e8e
Merge branch 'master' into next
2016-03-25 16:40:13 -04:00
Monster Iestyn
3698c2583d
wrap prevention code now takes flipped patches into account
2016-03-25 20:04:49 +00:00
Monster Iestyn
76d71bda92
destend now scales the added-on patch width properly if needed
2016-03-25 19:43:17 +00:00
Monster Iestyn
ec5b272fa6
Unless I'm mistaken, scalesteps/heightsteps should be divided by stop-start, not stop-start+1. Revert this commit if that was intentional.
2016-03-19 23:19:05 +00:00
Monster Iestyn
28631c30b7
Fix maskedtextureheight being set outside of ESLOPE code
2016-03-19 22:25:49 +00:00
Monster Iestyn
a82c19adb1
Fix sprites displaying behind "closed doors" when slopes are present.
...
For the record, thok barriers count as "closed doors" in SRB2 level contexts
2016-03-19 16:19:58 +00:00
Monster Iestyn
6623a9148e
Fix HOMs by actually bothering to check if either side of a seg has slopes for height-checking code
2016-03-18 23:58:58 +00:00
Monster Iestyn
e941687d4c
R_RenderMaskedSegRange now checks for slopes in the sector lightlist
...
in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
2016-03-18 20:33:16 +00:00
Monster Iestyn
5dd0e533b3
Removed unused "supdate" variable
2016-03-15 21:18:25 +00:00
Alam Ed Arias
6301deb2a5
Merge branch 'master' into next
2016-03-14 13:25:37 -04:00
Inuyasha
2ecdd9e6f9
Branch and revision information in builds
...
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-03-14 12:43:08 -04:00
Alam Ed Arias
f5b56f2a07
fixup
2016-03-14 12:28:22 -04:00
Alam Ed Arias
f9949a3026
dropping NOVERSION, you will not build SRB2 without a SCM
2016-03-14 12:24:51 -04:00
Monster Iestyn
13f4ef2f34
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes
2016-03-12 23:06:37 +00:00
Monster Iestyn
accab7da6a
Fixed precipitation not checking for slopes
2016-03-12 23:03:56 +00:00
Monster Iestyn
c67683eb0a
Fixed slope walls displaying sprites through them if they weren't completely above you
...
Sadly this does not fix ALL sprite issues, but just some of them at the least
2016-03-12 19:59:32 +00:00
Monster Iestyn
d82c9a66db
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into skybox-hotfix
2016-03-11 17:13:31 +00:00
Wolfy
3232549971
Merge branch 'changeangle-hotfix' into 'next'
...
Changeangle hotfix
Fixes an issue with A_ChangeAngleAbsolute reported on the MB https://mb.srb2.org/showthread.php?t=41236
See merge request !59
2016-03-11 02:57:51 -05:00
Alam Ed Arias
81fc9df8d3
Merge branch 'master' into next
2016-03-10 18:02:23 -05:00
Alam Ed Arias
65c94218b9
Merge branch 'next' into changeangle-hotfix
2016-03-10 17:39:35 -05:00
Monster Iestyn
5b89164cf7
Fix camera going nuts around intangible polyobjects
2016-03-10 20:50:54 +00:00
Inuyasha
83e9eb6df4
patch.dta officially in use. Version number updated.
2016-03-09 18:30:11 -08:00
Alam Arias
771c1ecb8a
Merge pull request #68 from Yukitty/revert-Lua-angles
...
Revert "Change angle_t handling in Lua."
2016-03-09 11:58:51 -05:00
Inuyasha
a7cb049b65
leave a dummy string in dehacked, nothing more.
...
a courtesy fuck you to gitlab for making me have to keep
the previous screwed up bullshit in this branch.
2016-03-09 06:23:57 -08:00
Inuyasha
f40cfb0271
Revert "MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh"
...
This reverts commit 4625118ee8
.
2016-03-09 06:22:40 -08:00
Monster Iestyn
4625118ee8
MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh
2016-03-09 14:03:20 +00:00
Monster Iestyn
bf415b8618
Revert "Shifted down the last few mobj eflags to close gap left by MF2_PUSHED -> MFE_PUSHED undo"
...
This reverts commit 280e932f02
.
2016-03-09 13:59:10 +00:00
Monster Iestyn
280e932f02
Shifted down the last few mobj eflags to close gap left by MF2_PUSHED -> MFE_PUSHED undo
2016-03-09 13:38:30 +00:00
JTE
54f95eb387
Revert "Change angle_t handling in Lua."
...
This partially reverts commit ef0e61fc33
.
2016-03-09 08:38:10 -05:00
Inuyasha
5a38088623
Well, we don't need "experimental" slopes anymore either
...
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Inuyasha
6aa708b5af
I don't think we need the BLUE_SPHERES define anymore...
2016-03-09 00:49:35 -08:00
Inuyasha
436bcdf19a
Objectplace handles slopes.
...
Sorry MI, I'm hijacking your branch for a bit.
2016-03-08 23:43:43 -08:00
Inuyasha
7ae87cc2c6
Revert "No more stupidity for No More Enemies special plz"
...
This reverts commit 474ad01b46
.
2016-03-08 22:22:30 -08:00
Inuyasha
cfcd7ce0d3
Readded EvalMath to Lua.
...
There is a caveat to this: The first time EvalMath is used, a
deprecated function warning will be shown to the user that tells
them to use _G[] instead.
This reverts commit 9d36cf37bd
.
2016-03-08 22:15:26 -08:00
Inuyasha
694220155e
Revert "MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!"
...
This reverts commit c8c7878005
.
# Conflicts:
# src/dehacked.c
# src/p_mobj.c
# src/p_mobj.h
2016-03-08 21:30:12 -08:00
Alam Ed Arias
407bf4f39d
Merge branch 'next' into polyobj-teeter-fix
2016-03-07 16:46:32 -05:00
Alam Ed Arias
55a6355e15
Merge branch 'next' into slope-fixes
2016-03-07 16:45:51 -05:00
Alam Ed Arias
b173c3e31e
Merge branch 'next' into portal-fix
2016-03-07 16:44:59 -05:00
Alam Ed Arias
178d904bb9
Merge branch 'master' into portal-fix
2016-03-07 16:22:41 -05:00
Alam Ed Arias
c4b0c6ec56
Merge branch 'master' into gl-slopes
2016-03-07 16:22:10 -05:00
Alam Ed Arias
3ab3de20d7
Merge branch 'master' into polyobj-teeter-fix
2016-03-07 16:21:32 -05:00
Alam Ed Arias
6ab6cc959c
Merge branch 'master' into slope-fixes
2016-03-07 16:16:40 -05:00
Monster Iestyn
eab51414f3
Fix typo in A_ChangeAngleAbsolute
2016-03-07 21:16:02 +00:00
Monster Iestyn
60ea2ecb77
Whoops, forgot these
2016-03-07 21:02:35 +00:00
Monster Iestyn
2f539a4df9
R_RenderThickSideRange now checks for slopes in the front sector's lightlist
...
This appears to fix a few holes that have been known to appear with FOF slopes sometimes, dunno how they actually came about exactly but this apparently sorts them out
2016-03-07 20:42:25 +00:00
Monster Iestyn
4ab2c336e7
Possibly fixed the issues with LibGME mentioned in issue #14 .
...
Not even the HAVE_LIBGME macro was defined apparently, huh.
2016-03-06 19:32:07 +00:00
Monster Iestyn
099e25824f
First person view now should correctly take the skybox centerpoint's angle into account
2016-03-05 16:29:25 +00:00
Wolfy
e769b7882c
Merge branch 'lua-sector-lines' into 'next'
...
Lua sector lines
Adds support for "sector.lines" in Lua, an array containing all the linedefs in a particular sector variable:
#sector.lines returns the number of lines in the sector.
sector.lines\[ _i_ \] (e.g. sector.lines[0], sector.lines[1], sector.lines[2], etc ....) gives you individual linedefs in the sector. If the number you supply is equal to or greater than #sector.lines, this returns nil.
Test script for your benefit: (see comments)
Type "luatest" in console in any level and you'll get a few print messages that tests these features for sectors[0]
See merge request !32
2016-03-04 10:23:42 -05:00
Wolfy
7eaf3cf221
Merge branch 'new-SOC-lump-names' into 'next'
...
SOC_**** lump name support
Exactly what it says on the tin: lumps with "SOC_" prefix now are read as SOC lumps like with MAINCFG/OBJCTCFG. Go nuts.
As a bonus, I've changed things with SOC lump detection so MAINCFG, OBJCTCFG and the new SOC_**** lumps are loaded in the order you find them in WAD files (rather than an arbitrary load-MAINCFG-then-load-OBJCTCFG thing as before). All of these are still loaded after Lua scripts though, mind.
See merge request !38
2016-03-04 10:23:20 -05:00
Wolfy
891c7843ca
Merge branch 'Lua-video-lib-expansion' into 'next'
...
Lua video lib expansion
New video/drawer library functions for hud.add to use:
v.width() and v.height() return the screen width and height respectively (in other words you get the screen resolution), while v.renderer() returns the string for the renderer used ("software", "opengl", or "none").
Possibly add more stuff later, but for now these things at the least can be merged in next
See merge request !40
2016-03-04 10:21:15 -05:00
Monster Iestyn
4302cfaa00
Merge branch 'playerspawn-hook' into 'next'
...
Add PlayerSpawn hook to Lua
I don't know how I did this but I did. Something about staring at code from 3AM till 5AM...
Here's a test script too:
```Lua
addHook("PlayerSpawn", function(player) player.health = 99 end)
```
See merge request !48
2016-03-04 10:19:18 -05:00
Inuyasha
e6f7b8ab26
Merge branch 'version-constants' into 'next'
...
Version constants for Lua
Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.
See merge request !55
2016-03-03 22:33:36 -05:00
Inuyasha
a8bca89dbd
Merge branch 'backport_unslot-music' into 'next'
...
BACKPORT: removal of music slots
Relevant commits cherry-picked. Basically everything except the internal music track name switches.
See merge request !43
2016-03-03 22:31:21 -05:00
Yukita Mayako
b368936b03
Fix bad logic in LUAh_NetArchiveHook rewrite...
...
Argh, I knew I was forgetting something! archFunc is the argument to be passed to the hooks, not tables!
2016-03-03 17:30:46 -05:00
Yukita Mayako
9d6e75ae4f
Cleanup LUAh_NetArchiveHook prototype mess.
2016-03-03 17:30:10 -05:00
Yukita Mayako
0bdc976d50
Shut up compiler warning.
2016-03-03 17:19:35 -05:00
Yukita Mayako
7ae871c7f8
Fix errenous stack pop.
...
This function is intended to leave the stack in the same state it recieved it.
2016-03-03 17:19:21 -05:00
Yukita Mayako
0b704ba618
Updated NetArchiveHook to lua_hooklib.c
...
Fixes I_Assert failure crash due to hooks working differently now.
2016-03-03 17:07:05 -05:00
Monster Iestyn
4f9bb15e4d
"Loading SOC from" console message now also displays the name of the SOC_ lump
2016-03-03 18:31:17 +00:00
Inuyasha
61a0d1bcd1
don't use lstring
...
you have space for a null terminator there...
2016-03-03 03:09:35 -08:00
Inuyasha
7349cbdbc0
Backwards compatibility.
...
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
Monster Iestyn
668cc85d7b
P_ClosestPointOnLine can now (optionally) take custom coordinates that you want to make up your line
2016-03-02 20:31:04 +00:00
wolfy852
ab288a7d1a
Allow Lua to read VERSION, SUBVERSION, and VERSIONSTRING constants
2016-03-01 17:48:10 -06:00
Monster Iestyn
eb1c85db48
Merge branch 'slope-fixes' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes
2016-03-01 19:55:48 +00:00
Monster Iestyn
98fd5ca63b
Made some FOF-related seg code account for slopes, as requested by some TODOs
...
The funny thing is you really can't see ANY change here unless you have a sloped FOF intersecting a sector floor/ceiling (and a second FOF on the other side), which has other problems anyway lol
2016-03-01 19:55:13 +00:00
Inuyasha
fc35c8557e
Super color code cleaning, speed 50%, nothing special
2016-02-29 01:18:33 -08:00
Monster Iestyn
ffa9a4e056
Removed the removal of SF_SUPER from skins other than Sonic
...
# Conflicts:
# src/r_things.c
2016-02-29 01:16:17 -08:00
Inuyasha
372002d2ad
Merge branch 'backport_state-animations' into 'next'
...
BACKPORT: FF_ANIMATE simplistic state animations
this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.
~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~
See merge request !45
2016-02-29 03:04:00 -05:00
Inuyasha
be642b41e2
Merge branch 'backport_special-stage-fade' into 'next'
...
BACKPORT: special stage fade
literally a straight cherry-pick of the old repository, this is a very simple change after all.
See merge request !44
2016-02-29 03:02:30 -05:00
Inuyasha
4bb7143967
Merge branch 'fof-flag-change-hotfix' into 'next'
...
Fof flag change hotfix
This fixes rendering issues caused by changing FOF flags mid-level via Lua or linedef type 445. Everything else that toggles FF_EXISTS already had this fix it turns out.
Not sure if this is safe for master too, could someone check that for me?
See merge request !53
2016-02-29 02:57:47 -05:00
Inuyasha
e2b3adc04f
Randy Heit -> Randi Heit
2016-02-28 18:21:37 -08:00
Monster Iestyn
4b447b3d0d
Don't add polyobjects to a mobj's sector nodes list. This causes the player to teeter whenever they are above the polyobject's bottom, whether or not it is solid
...
Also, a minor tweak for the teetering code itself, though it looks a right mess and probably should be redone in the future
2016-02-28 18:30:29 +00:00
wolfy852
c3166e40b0
Update names in credits
...
Same as the commit in internal, minus toaster's name (by request, of course.)
2016-02-27 14:27:14 -06:00
Monster Iestyn
c7ba1d1532
Make sure target sector's lightlist is reset whenever FOF flags are changed.
...
This fixes how removing certain flags (such as FF_EXISTS) from FOFs can cause HOMs on walls bordering their target sectors. Also fixes how the force-FOF-to-vanish linedef special can leave behind the FOF's shadow
2016-02-26 18:11:12 +00:00
Inuyasha
f5ba192f0b
remove extraneous va() calls
2016-02-25 23:31:48 -08:00
Alam Ed Arias
2ba90082c3
Merge branch 'next' into gl-slopes
2016-02-26 02:14:00 -05:00
Alam Ed Arias
2b12e5ff20
Merge branch 'next' into backport_unslot-music
2016-02-26 02:11:29 -05:00
Alam Ed Arias
07d331676b
Merge branch 'next' into slope-fixes
2016-02-26 02:09:03 -05:00
Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
Alam Ed Arias
0a2078d0c0
Merge branch 'next' into playerspawn-hook
2016-02-26 02:05:24 -05:00
Alam Ed Arias
49877262e3
Merge branch 'next' into backport_special-stage-fade
2016-02-26 02:00:38 -05:00
Alam Ed Arias
9d3f7d760b
Merge branch 'next' into portal-fix
2016-02-26 01:58:55 -05:00
Alam Ed Arias
8d2b4102d1
Merge branch 'next' into Lua-video-lib-expansion
2016-02-26 01:58:19 -05:00
Alam Ed Arias
18688f476f
Merge branch 'next' into new-SOC-lump-names
2016-02-26 01:58:07 -05:00
Alam Ed Arias
09d2bbc448
Merge branch 'next' into lua-sector-lines
2016-02-26 01:57:15 -05:00
wolfy852
8f0abb267e
Don't mix declarations and code
2016-02-25 22:47:52 -06:00
wolfy852
5c9aaf2fe4
Move hook into G_SpawnPlayer
2016-02-25 22:28:19 -06:00
Alam Ed Arias
b3b5521e1b
Merge branch 'master' into next
2016-02-25 18:33:29 -05:00
Alam Ed Arias
8a369d969b
whitespace clean
2016-02-25 18:31:40 -05:00
Inuyasha
1e15ed2f7b
Merge branch 'i-hate-stupid-speedrun-tricks' into 'next'
...
Fix chain launching
Basically you're not allowed to launch off a chain the frame you touch it anymore.
Coincidentally the changes here allow you to actually use PF_*STASIS in a Lua script now and have it work as you'd expect it to (it lasts for a tic).
See merge request !49
2016-02-25 18:12:39 -05:00
Inuyasha
aa4414d706
Merge branch 'sdlmix-master' into 'master'
...
cpuaffinity/sdl_mixer changes
Hopefully this will alleviate SDL2 sound issues.
If not, hopefully this will give us info on what the hell is going on.
See merge request !51
2016-02-25 18:12:10 -05:00
Inuyasha
f10279d61b
Very minor performance improvement.
2016-02-25 14:35:05 -08:00
Monster Iestyn
3802ec33de
Fixed how dying players who were standing on slopes just jump off to the side
2016-02-23 22:53:24 +00:00
Inuyasha
6dda71bef7
I guess this is becoming the "try to make SDL_mixer work" branch
...
Move InitSubSystem calls into proper places,
don't use AUDIO_S16LSB (bad according to SDL_mixer docs)
Add error checking
2016-02-22 23:08:35 -08:00
Inuyasha
b258b9b503
remove cpuaffinity code from SDL
...
still exists in DD (while it exists) but no longer saves.
No reason whatsoever for affinity to be settable by the game itself.
2016-02-22 23:08:34 -08:00
Alam Ed Arias
0369f39ef4
Merge branch 'master' into gl-slopes
2016-02-22 00:15:26 -05:00
RedEnchilada
bcd05b1c63
Also fixed it for MD2s
2016-02-21 23:04:14 -06:00
RedEnchilada
ce793dfe28
Fix vissprite-related crashing in OGL
2016-02-21 22:50:29 -06:00
Monster Iestyn
f87f1b7b1a
Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever)
2016-02-21 11:37:59 -06:00
Monster Iestyn
3058648fdc
Fix elemental flame trails not spawning when going up slopes
2016-02-16 17:58:08 +00:00
Monster Iestyn
03470118cd
Added missing ESLOPE ifdef from when I first did these fixes for slope compiling
2016-02-15 20:57:35 +00:00
Monster Iestyn
fa1bc5a09b
Whoops forgot this for last commit
2016-02-15 20:55:57 +00:00
Monster Iestyn
b5673ed101
Fix player spawning on slopes
2016-02-15 20:46:56 +00:00
Monster Iestyn
ef6430c23e
Fix respawning rings on slopes
2016-02-15 20:34:53 +00:00
wolfy852
000ec9ac67
Call LUAh_PlayerSpawn instead of checking for it
2016-02-14 15:22:13 -06:00
Inuyasha
7c5adacc6f
Fixed chain launching
...
In the process, the stasis flags work like you'd expect them to.
You can now set them in Lua or code and they'll actually do something.
2016-02-14 12:28:03 -08:00
wolfy852
db3797fd35
Add PlayerSpawn hook
2016-02-14 06:10:20 -06:00
wolfy852
e43f21cdda
Fix dead MF_PAIN objects hurting the player
...
Fixes #12
2016-02-13 17:31:38 -06:00
Monster Iestyn
dabc4415af
Fix crash caused by drawing scaled, mirrored sprites semi-covered on the left side by portal edge
...
I suspect this crash was possible even outside the context of portals, but whatever
2016-02-13 18:11:50 +00:00
Monster Iestyn
62d15e54e8
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into portal-fix
2016-02-09 20:02:33 +00:00
Monster Iestyn
7278625963
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into Lua-video-lib-expansion
2016-02-09 20:01:32 +00:00
Monster Iestyn
17d6bafc7e
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names
2016-02-09 20:00:54 +00:00
Monster Iestyn
e44c96e417
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines
2016-02-09 19:58:51 +00:00
Monster Iestyn
db18ad6b7f
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into monster-misc-2
2016-02-09 19:54:49 +00:00
Monster Iestyn
5d1c8d2968
My cherry picking somehow lead to these functions being doubled ...whoops
2016-02-09 19:35:04 +00:00
Alam Ed Arias
6000b5c980
Merge branch 'master' into next
2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6
Tabbing
2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58
Change a few colours.
2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Monster Iestyn
700c9c2e70
Merge branch 'md2_colourchange' into 'master'
...
Colour Changing MD2s
What it says it is, I haven't touched it in quite a while, but I have checked and it seems to be working.
See merge request !30
2016-02-09 13:03:52 -05:00
Sean Ryder
b7ebb8186d
Fix MD2 interpolation for FF_ANIMATE states
2016-02-09 16:20:18 +00:00
Inuyasha
8fc484cea9
Just a few more changes to TUNES, nothing special
...
(cherry picked from commit 63a9c66317
)
2016-02-09 02:48:35 -08:00
Inuyasha
04d112276e
Fixed some oddities with TUNES.
...
(cherry picked from commit a4d05350f7
)
2016-02-09 02:48:35 -08:00
Inuyasha
1203b0aa73
Fix crash on game clear
...
(No, game, you can't allocate a map header for the credits, why were you doing that before and how did it not break anything??)
(cherry picked from commit e1f9a01229
)
2016-02-09 02:48:34 -08:00
Inuyasha
caab150c92
Fixed LD413
...
(cherry picked from commit 1e4c2f8aad
)
2016-02-09 02:48:34 -08:00
Inuyasha
8c17dac589
The concept of "music slots" doesn't exist anymore.
...
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2
)
# Conflicts:
# src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
58e685353a
Attempt 2 at special stage fades.
...
More basic in execution.
2016-02-09 02:43:24 -08:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
...
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn
66175d87b8
removed unused macros from doomdef.h
2016-02-08 20:10:32 +00:00
Alam Ed Arias
985b9a11cc
Merge branch 'travis-ci' into 'master'
...
Travis-CI builds
Merge support to build SRB2 for Linux system via Travis-Ci
This will build SRB2 with GCC and Clang to make sure we do not break Linux/GNU builds
See merge request !41
2016-02-07 21:57:26 -05:00
Alam Ed Arias
2dc9a4b34a
Merge branch 'master' into next
2016-02-07 21:22:28 -05:00
Alam Ed Arias
6b626f1b27
build: cmake is messly
2016-02-07 20:53:27 -05:00
Alam Ed Arias
3ba827f33d
Merge branch 'master' into travis-ci
2016-02-07 00:39:25 -05:00
Monster Iestyn
ae2b1e8ea1
Use <= instead of ==, so that sprites for second-tier portals and beyond still display
...
thx Red for spotting this
2016-02-06 21:06:52 +00:00
Monster Iestyn
166fafd717
Fixed div-by-zero crash relating to portals, drawsegs and midtextures
...
Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Alam Ed Arias
07fc74eaf5
clang: fixup a few clang warnings
2016-02-05 22:38:40 -05:00
Alam Ed Arias
68054a49e3
clang: cleanup
2016-02-05 22:32:14 -05:00
Alam Ed Arias
f4886657c1
clang: fixup a few clang warnings
2016-02-05 22:12:12 -05:00
Alam Ed Arias
864baeda05
cmake: fixed up to handle Clang and AppleClang
2016-02-05 21:49:24 -05:00
Monster Iestyn
9973bedd5f
Free the memory of all clipping arrays for each portal properly
...
Not the actual fix I'm intending to make with this branch, but it's needed anyway
2016-02-05 16:38:33 +00:00
Inuyasha
5320424269
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:09:08 -08:00
Inuyasha
c05c43cfee
Merge branch 'monster-misc' into 'master'
...
Monster Iestyn's Miscellaneous (netplay-compatible) changes
Just cleaning up some unused or unnecessary things left in the source code, see the commits for exact changes made if you like.
May add more stuff to this branch later, there's no rush really.
See merge request !39
2016-02-03 21:06:57 -05:00
Inuyasha
84fb4d108a
Merge branch 'diagonal-spring-rings-tweak' into 'next'
...
Diagonal spring rings tweak
If you didn't know before, those special placement ring lines for diagonal springs only use multiples of 45 for their angles in-game. In other words, they only face any of the 8 basic cardinal directions (N, S, E, W, NE, NW, etc). Considering that springs themselves don't follow the above behaviour, you can probably work out that's a bad thing.
This branch changes that of course, if you couldn't guess from context. Diagonal spring rings can now be placed with any angles like most thing types already could!
See merge request !37
2016-02-03 21:05:44 -05:00
Inuyasha
f17be6641e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:00:28 -08:00
Monster Iestyn
0455b572dc
Removed weird test for water planes in HWR_Subsector
...
It crashes when you try to test it anyway, lol
2016-02-03 17:58:44 -08:00
Monster Iestyn
d1b89c9320
Quick fix for another drawer lib function while I'm here, cough
2016-01-31 22:52:02 +00:00
Monster Iestyn
04528eb3e6
<Inuyasha> MonsterIestyn: what about render_none?
2016-01-31 22:15:17 +00:00
Monster Iestyn
dafe0ccd11
Added v.width(), v.height() and v.renderer() to Lua's drawer/video library
2016-01-31 21:53:14 +00:00
Monster Iestyn
2e58f6c4d9
Fixed that odd bug where PolyObjects sometimes leave a vertex or two in their control sectors
...
Turns out the seg-searching code falsely assumed it'd find frontfacing segs first, who knew?
2016-01-31 13:05:30 -06:00
Monster Iestyn
2d94b2a85f
keys.h doesn't need to be included twice here lol
2016-01-31 17:10:57 +00:00
Monster Iestyn
deb958a796
Remove unused "INVERSECOLORMAP" macro
2016-01-31 17:06:03 +00:00
Monster Iestyn
9e29b69a29
Remove unused "firstnewseg" variable
2016-01-31 16:49:04 +00:00
Monster Iestyn
8b56cd76c7
doomtype.h tweaks
...
some of the mess in here really bothers me
(cherry-picking this commit of mine from next since it only fixes a small oversight with compiling and adds a comment)
2016-01-31 15:08:16 +00:00
Monster Iestyn
cd198d6809
merge SOC_****, MAINCFG and OBJCTCFG searches into one big search for any of them
...
This makes it so that it doesn't matter what order you place SOC lumps within a WAD... relative to other SOC lumps at least, anyway
2016-01-30 17:19:05 +00:00
Monster Iestyn
5cae87430f
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names
2016-01-30 16:39:55 +00:00
Inuyasha
e49f531ba1
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-29 18:27:33 -08:00
Alam Ed Arias
82bfce7683
Merge remote-tracking branch 'magicgirl/master'
2016-01-29 20:29:28 -05:00
Inuyasha
e6f0a4be18
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-29 16:01:57 -08:00
Inuyasha
f500986692
use RGB for screen texture, not RGBA
...
the screen texture does not need an alpha channel.
the fact that it had one made OGL copy the topmost pixel of the screen texture's alpha channel.
which, naturally results in the screen becoming partially transparent and letting you see the working texture in the background.
2016-01-29 16:01:05 -08:00
Monster Iestyn
7d603c320b
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into diagonal-spring-rings-tweak
2016-01-29 19:40:04 +00:00
Alam Ed Arias
e8cf4cdaac
SDL2: compile SDL with SDL_main for Win32
2016-01-29 00:33:11 -05:00
Alam Ed Arias
c47ff7b3c6
let make the main() entry point noreturns
2016-01-28 21:37:41 -05:00
Alam Ed Arias
050ce857c4
let not care for main() being noreturn
2016-01-28 21:31:18 -05:00
Alam Ed Arias
0d327c7c16
kill logical-not-parentheses warning in g_game.c
...
g_game.c: In function 'G_CheckDemoStatus':
g_game.c:5588:22: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
if (!modeattacking == ATTACKING_RECORD)
^
2016-01-28 21:15:51 -05:00
Alam Ed Arias
10e1aaaf85
appveyor: no need for DEPFLAGS
2016-01-28 12:08:08 -05:00
Alam Ed Arias
7fdb5cfcfb
move disabled warning out of mingw
2016-01-28 12:06:00 -05:00
Alam Ed Arias
2176b21e62
ignore noreturns
2016-01-28 11:49:23 -05:00
Alam Ed Arias
7a09a82489
new flags: DEPFLAGS, to tell the depend step where are the headers
2016-01-28 11:41:02 -05:00
Alam Ed Arias
f0842d2200
appveyor: add debug and sdl mixer
2016-01-28 11:33:36 -05:00
Inuyasha
d76e21b546
fix bind out of bounds / keystring misreading
2016-01-28 08:15:34 -08:00
yellowtd
b3fbc37c94
Midtextures, lights, and culling fixes for ogl slopes
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There's a weird issue with lights that's hard to diagnose but otherwise
this is ready to go I think
2016-01-27 20:10:02 -06:00
yellowtd
e6235d4d6b
Fix FOF slope rendering in ogl
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should work as well as software if not better now
2016-01-27 20:09:52 -06:00
yellowtd
52ae3f2875
GL slope walls and fixed plane culling
2016-01-27 20:09:34 -06:00
yellowtd
24da82f026
Begin work on OGL slope support
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unfinished
2016-01-27 20:09:04 -06:00
Alam Ed Arias
d0ce9170da
appveyor: build for GCC 5.2
2016-01-27 01:39:12 -05:00
Monster Iestyn
80fb282334
Fixed math for calculating current texture in texture animations
2016-01-23 18:59:17 +00:00
Alam Ed Arias
181c875016
SDL: config.h.in is pre source tree, config.h for each cmake build
2016-01-22 17:25:19 -05:00
Inuyasha
4df951224b
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next
2016-01-21 14:51:33 -08:00
Monster Iestyn
674ff51153
Fix shadowing in mapheaderinfo_get
2016-01-21 20:27:35 +00:00
Monster Iestyn
ccb0abb853
Diagonal ring springs should now be able to face any angle
2016-01-21 20:19:43 +00:00
Alam Ed Arias
c33d20acff
whitespace cleanup
2016-01-21 13:50:05 -05:00
Inuyasha
9d5718760d
interscreen is a lump name and thus needs lstring
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... not just lstring though, but the behavior with i that is used elsewhere.
2016-01-20 09:42:35 -08:00
Inuyasha
7d6dc3a5bb
fix bad lstring usage in map header lua
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This is not how you use pushlstring! This is actually sending uninitialized memory to Lua, which is making scripts have inconsistent results (duh?)
c/o JTE: "Tell Red they're a doofus."
2016-01-20 09:25:28 -08:00
Monster Iestyn
5abdb08a25
#sector.lines now returns the number of linedefs in the sector
2016-01-20 16:03:17 +00:00
Sean Ryder
7d914913dd
Tabbing
2016-01-20 15:55:32 +00:00
Monster Iestyn
79e3e2351d
Finally bothered to add in a method to obtain sector.lines' size internally to prevent going out of bounds.
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Admittedly I knew of this particular method from the start but wanted to avoid it in favour of a less-hacky looking method of getting sector.lines' size ...but there was none to be found at all.
2016-01-20 14:56:52 +00:00
Monster Iestyn
3dc0f2b4ff
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines
2016-01-20 14:22:11 +00:00
Inuyasha
61eb9c01d1
Merge branch 'coloropposite-hotfix' into 'next'
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Coloropposite hotfix
Quick fix to prevent ColorOpposite(MAXSKINCOLORS) or higher input from giving results out of the actual array's bounds. In other words, preventing it from giving you nonsense values or something.
I created the function for Lua to begin with, so clearly this is 100% my fault once again. Welp.
See merge request !31
2016-01-20 07:40:05 -05:00
Monster Iestyn
103027124b
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines
2016-01-20 12:31:21 +00:00
Inuyasha
55f0e5cab5
objectplace stability fix
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Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.
... Oops.
Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.
Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:24:30 -08:00
Monster Iestyn
c6a2bde7d9
Use modulo, not bitwise AND. My fault once again, whoops.
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The point here is ColorOpposite(MAXSKINCOLORS) would have given an actual result of its own since MAXSKINCOLORS & MAXSKINCOLORS is still MAXSKINCOLORS. This shouldn't happen though, as both Color_Opposite[MAXSKINCOLORS*2] and Color_Opposite[MAXSKINCOLOR*2+1] aren't defined.
2016-01-18 19:46:00 +00:00
Monster Iestyn
af3c4755dc
All lumps with the "SOC_" prefix in their names are now read as SOCs.
2016-01-17 19:43:26 +00:00
Alam Ed Arias
106287aca5
SDL: config.h.in is pre source tree, config.h for each cmake build
2016-01-14 12:32:04 -05:00
Monster Iestyn
99fad84674
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e31c7ae3fa
Removed dummied-out Pope XVI code
2016-01-14 16:41:33 +00:00
Monster Iestyn
a52f31f30e
doomtype.h tweaks
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some of the mess in here really bothers me
2016-01-14 16:41:26 +00:00
Monster Iestyn
01ef2d3ca3
If this isn't an accidental copy+paste then I'd be very surprised
2016-01-14 16:41:19 +00:00
Monster Iestyn
7e94ee8422
From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so...
2016-01-14 16:41:10 +00:00
Monster Iestyn
1e131d2786
Partial undo of what I did last commit to make Inu happy again.
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Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
Conflicts:
src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549
FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
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I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
Conflicts:
src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
69550e98fe
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
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It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Monster Iestyn
693058adae
Replaced the old finetangent[] with a new more accurate one I made using a Python script.
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Actually uses 0 and 65536 now! (and also INT32_MIN)
2016-01-14 16:32:22 +00:00
Monster Iestyn
d4f2d24921
Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched)
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Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
2016-01-14 16:32:13 +00:00