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'
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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
...
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
...
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
...
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
...
... 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
...
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.
...
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'
...
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
...
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.
...
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
...
...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
...
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.
...
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!
...
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.
...
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.
...
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)
...
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
Monster Iestyn
a0df3cec7b
Move finecosine[] declaration to where it really belongs in the source code
2016-01-14 16:32:02 +00:00
Inuyasha
420a27ce11
Attempt to play nice to cmake.
2016-01-14 07:46:28 -08:00
Inuyasha
06dea3ab78
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.
2016-01-14 07:46:27 -08:00
Monster Iestyn
529f5af614
Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
...
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Monster Iestyn
4a8dd8031e
dispoffset now works in OpenGL
2016-01-13 22:50:15 -08:00
Monster Iestyn
049689334d
large dispoffset values no longer cause sprites to be distorted
...
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Inuyasha
fea0a9577a
Further optimization of fading code because I'm crazy
...
The less branches, the better.
Optimization is a bitch, you know.
2016-01-13 22:48:39 -08:00
Monster Iestyn
4eb8ba7bf7
Merge branch 'fix-md2s' into 'next'
...
Fix md2s
shoutouts to MI for breaking them accidentally
I was about to just commit this straight to next but it's the perfect reason of why code review is beneficial and I'd be a hypocrite to point that out and then skip the process
See merge request !28
2016-01-13 22:20:31 -05:00
Sean Ryder
6a67609b74
Merge branch 'master' into md2_colourchange
2016-01-12 23:52:04 +00:00
Monster Iestyn
22cf800f2f
Fixed implicit declaration of some functions if compiling without OpenGL support
...
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-12 15:42:40 +00:00
Monster Iestyn
de576c56a5
Removed void typedef for GLPatch_t used when HWRENDER is undefined
...
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?
Not sure if this will fix Wolfy's latest problem or not though
2016-01-12 15:42:36 +00:00
Monster Iestyn
997ae7dcc9
Fixed what appears to be a minor including error in sdl/i_system.c
...
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-12 15:42:25 +00:00
Monster Iestyn
a8e4234d74
Fixed implicit declaration of some functions if compiling without OpenGL support
...
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-11 14:51:55 +00:00
Monster Iestyn
be266c27e1
Removed void typedef for GLPatch_t used when HWRENDER is undefined
...
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?
Not sure if this will fix Wolfy's latest problem or not though
2016-01-10 20:56:09 +00:00
Monster Iestyn
146011937a
Fixed what appears to be a minor including error in sdl/i_system.c
...
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-10 18:24:58 +00:00
RedEnchilada
6929b6fe4b
Make internal slope functions static and remove from header
2016-01-03 10:33:45 -06:00
Monster Iestyn
8cad9a6dc8
We can compile the slopes code now, yay! My brain hurts.
...
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
Monster Iestyn
b043520411
NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is)
2016-01-03 10:29:53 -06:00
RedEnchilada
b9b1e2b298
Fix MD2s
2016-01-02 21:53:43 -06:00
Nipples the Enchilada
0a0f16a001
Merge branch 'actions-tweaks' into 'next'
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Actions tweaks
This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\*
That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not.
See merge request !27
2015-12-30 14:45:37 -05:00
Nipples the Enchilada
93c31b5b72
Merge branch 'angles' into 'next'
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FOF slope/ground slope weirdness fix
Solves STJr/SRB2Internal#26 .
See merge request !26
2015-09-26 18:51:34 -04:00
RedEnchilada
773e5fbda6
Fix sloped FOF/ground weirdness ( STJr/SRB2Internal#26 )
2015-09-24 15:35:55 -05:00
Alam Ed Arias
3917b02132
Merge branch 'angles' into 'next'
...
Slopes and stuff
Adds support for slopes, slopes on FOFs, slopes on translucent FOFs, slopes on FOFs with holes in the flat, slope physics, dynamic slopes, vertex slopes, dynamic vertex slopes, and a ham sandwich to the game. Only for software mode right now, though. (OGL still gets the physics and the sandwich.) Some things still need to be done, but for now this can be merged in to be finished later.
Please make sure nothing in the vanilla game breaks before giving the thumbs up for this merge.
Since this doesn't merge automatically, if the code review turns out positive and nobody else has done it, I'll handle the merging.
See merge request !22
2015-09-03 15:57:01 -04:00
Alam Ed Arias
04c1a507ba
Merge remote-tracking branch 'public/hotfix-hook_NetVars' into next
2015-09-03 13:54:12 -04:00
Yukita Mayako
52e2087ee7
Fixed NetVars hook mistakenly assuming index starts from 0.
2015-09-03 13:13:55 -04:00
Monster Iestyn
775ccde424
Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown
2015-09-01 22:56:45 -04:00
Monster Iestyn
0f038f9a3b
Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown
2015-09-01 12:45:26 +01:00
RedEnchilada
9155fd6c14
Fix unexpected behavior with colormaps in sloped sectors
...
To be specific: when a sector had a sloped ceiling and a colormap was
placed above it, the colormap wouldn't fill anything above where the
ceiling height is at the sector's midpoint. This is fixed.
2015-08-24 22:09:19 -05:00
Yukita Mayako
2fb03a7cff
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
...
Conflicts:
src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Alam Ed Arias
96c71c68c8
remove NEED_FIXED_VECTOR and fix angelchk testcase
2015-08-21 21:27:20 -04:00
Alam Ed Arias
c64e4d58b7
git warning: new blank line at EOF
2015-08-21 20:47:00 -04:00
Alam Ed Arias
f3d40c34a0
git warning: trailing whitespace
2015-08-21 20:46:41 -04:00
RedEnchilada
d5884a6957
Add Chee to credits
...
(she helped port important drawing code!)
2015-08-21 18:23:37 -05:00
Monster Iestyn
f8b439769a
Fixed Tag and H&S getting each other's suicide behaviors by mistake.
2015-08-15 13:00:49 +01:00
Alam Ed Arias
79ecbc407e
Merge branch 'pointtoangle-fix' into 'next'
...
Tweaks to R_PointToAngle and R_PointToAngle2
Exactly what it says in the title! See commit description for more information on what I did, since I'm too lazy to write it all up a second time. =P
Could someone check that these changes don't cause anything else in particular to go wrong in the game or source code? I haven't checked myself that much yet, mostly because I totally forgot about this thing until now, lol.
See merge request !19
2015-08-14 18:10:33 -04:00
Monster Iestyn
b449bd826a
Rewrote A_SetTargetsTarget to be more sensible and efficient
2015-08-13 19:42:00 +01:00
RedEnchilada
50b5e978cc
Support ceiling/backsector vertex slopes
2015-08-03 23:09:50 -05:00
RedEnchilada
1f5fc04d60
Add vertex slopes
2015-08-03 22:15:59 -05:00
RedEnchilada
c7b6cd705f
Separate P_LoadThings into two functions to make the next commit cleaner
2015-08-03 19:27:10 -05:00
RedEnchilada
14ea936f74
Sync mobj->standingslope in netgames
2015-08-03 18:06:42 -05:00
RedEnchilada
51284c01d8
Start using slope flags/id in creation process
2015-08-03 17:39:33 -05:00
RedEnchilada
049bbce5c0
Add data to slope struct that will be useful later
2015-08-03 17:37:50 -05:00
RedEnchilada
6026fa42eb
Add masked FOF slopes (+other rendering tweaks)
2015-08-03 14:47:05 -05:00
Sryder13
d050a60f36
Change a few colours.
2015-08-03 02:01:56 +01:00
Monster Iestyn
fa935be129
Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not)
2015-07-28 19:28:51 +01:00
Sryder13
cc3d3a67e6
Colour Changing MD2s
...
I don't know how I can move my old branch over so I've just created a new one.
2015-07-26 20:14:47 +01:00
Monster Iestyn
6138845930
Removed all "-1"s from R_PointToAngle and R_PointToAngle2, in order to allow ALL basic compass directions at the least to be given the right angle by these functions.
...
Note: Before this change, North and West directions would be returned as ANGLE_90-1 and ANGLE_180-1. This caused the pusher polyobjects in THZ2 to slowly move sideways as a side-effect (and probably caused similar bugs in the past too, these functions have barely been touched in a decade it turns out.)
2015-06-21 16:58:34 +01:00
Alam Ed Arias
ac5c8f10e9
Merge remote-tracking branch 'public/lua-32bit-changes' into next
...
Conflicts:
src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Alam Ed Arias
c4ac9643ad
Merge branch 'goop-dampen' into 'next'
...
Goo Water (THZ Goop) adjustements
At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.
The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.
See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias
904c3c227b
Merge branch 'trigonometry-fix' into 'next'
...
finesine table
I pasted in finesine from #11 and made a merge request.
This has been lightly tested to ensure the renderer doesn't immediately break. No ill effects have been observed so far.
See merge request !17
2015-06-18 10:09:04 -04:00
Alam Ed Arias
b2e330d64c
Merge branch 'idk-what-to-call-this-branch' into 'next'
...
A_SetObjectFlags tweak
Only reset the sector/blockmap links on an object calling A_SetObjectFlags if the MF_NOSECTOR|MF_NOBLOCKMAP flags change. Fixes a freeze related to LD442 demonstrated in MascaraSnake's example WAD at https://dl.dropboxusercontent.com/u/27962790/statetest.wad .
See merge request !11
2015-06-18 10:06:46 -04:00
Alam Ed Arias
f0054be951
whitespace fixup
2015-06-18 10:05:51 -04:00
Alam Ed Arias
a03fc205b4
Merge branch 'hotfix-pltz' into 'next'
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Re-add/fix broken platform momz mobj code.
The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.
Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv )
See merge request !14
2015-06-18 10:04:54 -04:00
Alam Ed Arias
f7747f43ba
Merge branch 'misc-fixes-tomerge' into 'next'
...
Miscellanous fixes to merge
These are the commits from the "miscellanous-fixes" branch that are okay to merge in.
Bugs fixed include the following:
* CTF flags respawning incorrectly: they cannot z position themselves correctly, and they cannot flip themselves.
* The weird "jumping" spring/monitor effect: this is the result of an internal mobj_t pointer (tmfloorthing, specifically) not resetting itself to NULL for the next object's thinker, resulting in Z movement code thrusting the object vertically at tmfloorthing->momz.
See merge request !18
2015-06-18 09:51:59 -04:00
Monster Iestyn
b564a169d8
Starting work for getting sector.lines in Lua: it WORKS at the least, but I have no way to determine the size of the array itself as of yet
2015-06-17 21:00:10 +01:00
STJrInuyasha
45515df790
Make sure "word" in readlevelheader gets reset
...
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580
(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
2015-06-13 15:56:28 -07:00
Yukita Mayako
0af32ee2fa
Move garbage collection out of Lua hooks.
...
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
Yukita Mayako
c139e93fe6
Applied new finesine table.
...
finesine[0] == 0 now. This naturally fixes a bunch of math fudging.
No ill effects have been observed so far.
2015-06-10 12:07:08 -04:00
Yukita Mayako
06b82d172b
lua_pushfstring only allows %d not %x
...
Stupid JTE.
2015-06-10 11:06:56 -04:00
Yukita Mayako
6ac5013802
Only push userdata to the stack when needed!!
...
Dummy, what do you think you're doing? If you
just push mobjs and players into Lua all willy-
nilly everywhere, you'll wind up generating
tons of metatables and stuff you arne't even
gonna use!
Oh. Thanks me, I'm really smart.
2015-06-10 08:06:16 -04:00
Yukita Mayako
120c9c5ad5
Change int32_t to __int32 on MSC.
...
I can't just say screw it and include the full
doomtype.h here (windows.h conflict?) so a
small hack here will have to do. :I
2015-06-10 07:41:44 -04:00
Yukita Mayako
ecdf3412c0
Rewrote the entirety of lua_hooklib.c
...
This _should_ solve some significant performance
issues Lua experiences. If not, I will be very
upset for having wasted so much time and effort.
There will be bugs, this kind of thing needs to
be thuroughly tested and this is just the first
iteration of it.
2015-06-10 07:28:09 -04:00
Yukita Mayako
36cf4c1bd2
Fix comma error.
2015-06-09 19:53:35 -04:00
Yukita Mayako
fc649ce195
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
...
Conflicts:
src/dehacked.c
src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
9a9025b1ee
Remove pmomz from players who are on ground.
...
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Monster Iestyn
b88600dac6
tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
...
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
c16516ef0d
Partial revert.
...
This partially reverts commit a1c67e7e67
.
2015-05-29 17:22:31 -04:00
Yukita Mayako
a1c67e7e67
Add MFE_APPLYPMOMZ to fix camera movement.
...
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn
c6ade27b6a
Fixes to CTF flag respawning, particularly reverse gravity and z-positioning.
2015-05-29 14:59:13 +01:00
Yukita Mayako
213a0caa23
Hotfix amendment
...
Also gain velocity from walking off an "up" elevator normally?
This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako
3bc56a91b2
Hotfix for platform movement being dropped on players.
...
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
RedEnchilada
e00d682185
Fix issue with objects getting stuck IN floors
2015-05-25 13:25:23 -05:00
RedEnchilada
5e18db79e9
Fix mobjs sometimes clipping through floors (whoops!)
2015-05-25 12:16:19 -05:00
RedEnchilada
d9d3752b4e
Unbreak FOF specials
2015-05-25 11:46:09 -05:00
RedEnchilada
32759312a1
Shut up the Kalaron
2015-05-24 18:22:56 -05:00
RedEnchilada
bddcf98355
Remap slope line specials to 7xx range: shim old values for now
2015-05-24 15:59:17 -05:00
RedEnchilada
a9d49cd9fa
Make all specials reliant on floor touch work right with sloeps
...
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada
a9dba0ffd1
Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest
2015-05-24 11:27:52 -05:00
RedEnchilada
e0d97e4b1a
Slope planes should now not turn into static in 99% of cases
2015-05-23 16:27:15 -05:00
RedEnchilada
109d379980
Fix conveyor slopes eventually turning to static
2015-05-23 15:44:53 -05:00
RedEnchilada
b121bcca68
Remove P_GetZAtf (it didn't seem to work right anyway)
2015-05-23 12:23:24 -05:00
RedEnchilada
485f671f23
Sloped planes now respect flat offsets
2015-05-23 02:18:32 -05:00
RedEnchilada
a5d7356fd2
Sayonara, m_vector.c
2015-05-23 01:32:28 -05:00
RedEnchilada
3629a2141b
Slope planes work again. I hacked an alignment fix in too.
2015-05-23 01:19:38 -05:00
RedEnchilada
89319b1c2a
Dummy out m_vector and use m_fixed's functions instead
...
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada
3f8e7b1739
Revert/remove unused/broken junk from original slopes port
...
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada
8c54ee44e7
Slopey physics for some things that aren't players
...
This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
2015-05-22 12:33:12 -05:00
JTE
f783df718c
Reset tmthing after P_CheckSector calls from Lua
...
tmthing must not be set outside of P_MapStart and P_MapEnd
or the game will fail a sanity check which ensures that
mobj references are not persistent across frames and crash.
2015-05-22 01:51:40 -04:00
JTE
c91cd3860b
Revert "Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd."
...
This reverts commit 6ee50e803b
.
2015-05-22 01:46:59 -04:00
RedEnchilada
fb9d07b8ba
Bugfixes to sloped FOF plane clipping
2015-05-21 22:13:51 -05:00
JTE
6ee50e803b
Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd.
...
This fixes a crash if a script tries to use a MapLoad hook
to immediately edit the map in some way the moment it
finishes loading.
2015-05-21 19:55:22 -04:00
JTE
dfa8ac7ccb
Added sidedef texture and offset manipulation to Lua.
2015-05-21 19:05:17 -04:00
RedEnchilada
0d9f8028b7
Players now bounce off of slopes on bouncy FOFs
2015-05-21 15:49:49 -05:00
RedEnchilada
f23f5d4379
Fix flat slopes eating jumps
2015-05-21 15:49:26 -05:00
RedEnchilada
e24595ed52
Make the crumble check account for slopes for... some reason
2015-05-21 10:17:53 -05:00
RedEnchilada
3d2b71b24c
Make cameras properly collide with slopes
2015-05-21 09:36:20 -05:00
JTE
ef0e61fc33
Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
...
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
RedEnchilada
7a3c5b3dd9
Scenery objects (notably, bubbles) now use slope when finding water surfaces
2015-05-20 19:21:44 -05:00
RedEnchilada
0e94cc66ff
2-in-1! Fixed slide movement AND climbing when around slopes
2015-05-20 19:08:49 -05:00
JTE
9d36cf37bd
Removed EvalMath from base Lua.
...
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce
ALL7EMERALDS is a boolean you idiot, not an integer.
2015-05-20 17:29:32 -04:00
RedEnchilada
7b0e98ef35
Change sliding physics and standing/rolling rules on slopes
2015-05-20 13:18:41 -05:00
RedEnchilada
1376f399d3
Sprite lighting obeys the slope overlords now
2015-05-18 00:23:44 -05:00
RedEnchilada
e7bc004bbf
Sloped lights n shit
2015-05-17 23:51:38 -05:00
RedEnchilada
e83844796e
Proper sorting fix for sloped FOFs and sprites
2015-05-17 21:49:13 -05:00
RedEnchilada
41573b118c
I'm a dumbass
2015-05-17 12:36:06 -05:00
RedEnchilada
0af3852273
Add translucent slope renderer
2015-05-17 12:24:20 -05:00
RedEnchilada
780c568aaf
Fix sprite-to-plane sorting on sloped FOFs
2015-05-17 12:03:52 -05:00
RedEnchilada
d138f7e14f
Collision with FOF slopes (might be unfinished, idk)
2015-05-17 11:53:28 -05:00
RedEnchilada
8ba5b66853
Slight optimization (don't get seg ends for slopes if there are no slopes)
2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796
FOF sides now render slopified too!
2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615
Make FOF planes render slopedly if set
2015-05-16 22:32:12 -05:00
RedEnchilada
d81cecdac9
Minor cleanup so it stops bugging me
2015-05-16 19:59:52 -05:00
RedEnchilada
09f8dec7d1
Optimization/configuration option: No Tails on a slope line makes a slope non-dynamic
2015-05-16 00:04:19 -05:00
RedEnchilada
6fcdac494f
Spawned things spawn relative to slope floor/ceiling heights now
...
This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada
36d576adf4
I think those were being cast wrong
2015-05-15 12:36:16 -05:00
RedEnchilada
445e778309
Improvements to slope collision/landing/ejecting/fajitas
2015-05-15 12:35:54 -05:00
RedEnchilada
b69678f1a6
PLACEHOLDER, DO NOT PUSH THIS COMMIT
2015-05-15 10:23:53 -05:00
RedEnchilada
bd0b7829bb
Fix rotated flats on slopes
2015-05-14 10:55:43 -05:00
RedEnchilada
e39c8aa62e
Fix ceiling slopes lol
2015-05-13 21:57:47 -05:00
RedEnchilada
0cc917a0ff
Plane lighting for slopes now actually acts like it should
2015-05-13 21:41:54 -05:00
RedEnchilada
2187dac49b
Fix random texture triangles rendering on lines with slopes?????
2015-05-13 16:48:34 -05:00
RedEnchilada
a3358479f0
Improvements related to slope collision, and quantize momentum properly for landing
2015-05-13 16:15:32 -05:00
RedEnchilada
371e23d55d
Reduce acceleration pushback to less absurd levels
2015-05-13 16:02:19 -05:00
RedEnchilada
2183912100
Change upper/lower textures to not skew by default, add new linedef flags on normal linedefs:
...
Effect 1: Restore skewing on upper/lower textures
Effect 2: Disable skewing on midtextures
Effect 3: Flips effect of Lower Unpegged for midtextures only
(Effect 3 w/o LU: midtexture sticks to bottom, bottom texture sticks to
upper edge. Effect 3 w/ LU: midtexture sticks to top, bottom texture
sticks to lower edge.)
2015-05-04 17:45:02 -05:00
RedEnchilada
7e13cb8b47
Fix various issues/crashes with texture alignments
2015-05-04 16:40:02 -05:00
RedEnchilada
1b9180111c
Pin midtextures based on slopes, including bending on wall crossing
2015-05-04 15:15:57 -05:00
RedEnchilada
c66bb1c330
Make textures skew according to slope (midtextures not fixed yet)
2015-05-03 15:47:40 -05:00
RedEnchilada
79fedf91a0
Fix occasionally running into an invisible wall around slopes
2015-04-30 18:36:21 -05:00
RedEnchilada
3644d4d883
Minor code cleanup around renderer gunk
...
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
RedEnchilada
234f734fe5
Fix sprite clipping and some blocking walls being rendered around slopes
2015-04-30 00:38:51 -05:00
RedEnchilada
02d63aa011
Tweaks to slope physics + add accel rules for slopes
...
Your acceleration vector parallel to the slope is reduced based on slope
angle if it's going up the slope. The pull physics' momentum increase was
toned down a bit to go along with this. Also, I removed the ifdefs for
OLD_MOVEMENT_CODE because why should that be kept around?
2015-04-30 00:32:44 -05:00
RedEnchilada
fe8a2ae680
Fix compile error
2015-04-29 01:45:39 -05:00
chi.miru
c4306b624d
Optimized R_DrawTiltedSpan_8
2015-04-29 02:36:18 -04:00
RedEnchilada
ae935a0955
Stop rubbing my ass on the code long enough to fix reverse gravity
2015-04-29 00:36:24 -05:00
RedEnchilada
db883f6a23
Add a bunch of slope physics
...
I know giant commits all at once like this are a bad thing, but
too bad I worked without staging commits and now it's all here
at once :)
2015-04-29 00:35:54 -05:00
RedEnchilada
1f0f6b64c1
Store the slope an object is resting on (if applicable)
2015-04-29 00:33:04 -05:00
RedEnchilada
de81d01fbc
Fixes to slope generation (backfloor crash and wrong zdelta/zangle)
2015-04-29 00:30:39 -05:00
RedEnchilada
776b5254e6
Slope collision fixes
2015-04-29 00:29:51 -05:00
RedEnchilada
10ba850871
Fix dynamic slopes not working right in some cases
2015-04-27 14:07:04 -05:00
RedEnchilada
6694480f68
Overhaul slope collision (NOT PHYSICS) to work almost perfectly
2015-04-27 13:20:50 -05:00
RedEnchilada
58dd6d42af
Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
...
I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada
0c477c685d
Removing unused cruft
2015-04-26 22:20:03 -05:00
RedEnchilada
6fa1448f59
More cleanup, and made dynamic sloping more efficient/fixed memory leak
2015-04-26 21:50:50 -05:00
RedEnchilada
d0a726c00b
Teeny optimization in renderer code??
2015-04-26 13:06:45 -05:00
RedEnchilada
aeef23e816
MakeSlope_Line cleanup/fixed-point conversion
2015-04-26 13:06:23 -05:00
RedEnchilada
5070a964b9
Starting to clean up a bit of Kal's mess
...
I still don't know why Git reacts so strangely to the new files' line breaks...
2015-04-25 22:22:50 -05:00
RedEnchilada
bac34d783e
Fix crash with ceiling slopes and line collisions
2015-04-25 20:39:18 -05:00
RedEnchilada
f130a529b1
make stupid slopes render on stupid unix stupids
2015-04-21 10:01:51 -05:00
RedEnchilada
7703eae0e8
Actually fix slope generation (also whitespace stuff)
2015-04-20 13:25:39 -05:00
RedEnchilada
f4ea285f02
Fix vertical linedefs on slopes rendering improperly
2015-04-20 12:31:30 -05:00
RedEnchilada
12202d94a9
Fix calculation of slope extent, whoops
2015-04-20 12:18:56 -05:00
RedEnchilada
779faaa93f
SLOPES IN SOFTWARE MOD EHOLY SHIT
2015-04-20 02:10:14 -05:00
RedEnchilada
65719c5b99
Make wall renderer account for slopes properly (in most cases)
2015-04-19 22:20:54 -05:00
RedEnchilada
8d35c5064a
Fix slope generation
...
Physics seem to work at least partially, but no rendering yet (not even in OGL)
2015-04-19 16:54:20 -05:00
RedEnchilada
6e1f7e5f3a
Add slope files to CMakeLists
2015-04-19 16:21:19 -05:00
RedEnchilada
923fae476e
Merge branch 'fury-gh/slopes' into angles
...
Conflicts:
src/p_maputl.c
2015-04-19 15:56:55 -05:00
RedEnchilada
ddd66b9eff
Make A_SetObjectFlags only reset sector/bmap links if needed
2015-04-17 12:10:40 -05:00
Furyhunter
f7c463418e
Merge branch 'actual-blockmap-fix' into 'next'
...
Actual blockmap fix
MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).
See merge request !10
2015-04-14 20:22:25 -04:00
Furyhunter
420c90fb48
Merge branch 'serverfix' into 'next'
...
Re-fix the server global variable in Lua
I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.
See merge request !9
2015-04-14 20:14:17 -04:00
Furyhunter
63089c885e
Merge branch 'polyobject-more-fixes' into 'next'
...
Polyobject more fixes
Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.
See merge request !8
2015-04-14 20:13:16 -04:00
Furyhunter
3d59e337ac
Merge branch 'polyobject-scroll-hotfix' into 'next'
...
Polyobject scroll hotfix
Things fixed:
* Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
* The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)
See merge request !6
2015-04-14 20:10:07 -04:00
RedEnchilada
d2c74e1b13
Fix the west/south blockmap issue without fucking up huge maps
2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929
Revert "Guess what major breaking-news bug I just fixed B)"
...
This reverts commit 9e306394dd
.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
Wolfy
55bfb4ffe8
Re-fix the server global variable in Lua
2015-04-08 13:46:30 -04:00
RedEnchilada
210279625a
Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
2015-04-06 11:23:08 -05:00
RedEnchilada
1078be3c30
Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks
2015-04-06 11:22:27 -05:00
JTE
4f06650a1e
Removed the small velocity boost you get for surfacing from goo.
...
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
JTE
4016d15f7b
Adjusted platform-creating velocity of goo water.
...
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b
Making RotateThings a bit nicer??
2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb
Replace the old spinny polyobject player drifty hack thing with a new one that actually works
2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb
Make polyobjects carry the same objects as conveyors for consistency
2015-04-01 17:39:20 -05:00
Alam Ed Arias
83461f49c5
Merge branch 'public_todo_next' into next
...
All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
MonsterIestyn
9e306394dd
Guess what major breaking-news bug I just fixed B)
...
...
(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
bd5dcb0b0a
Make sure lump name is zeroed out before writing so it always ends in a terminating char
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
a797e88bb9
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
308a958653
yellow wanted me to push this cus it fixed md2 translucency for her test cases
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
ada9b6a9ea
I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
076719e6a4
P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
d915a8142d
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
6cff0bba70
Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2d9d028bea
Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
4aa0b7a2a8
Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2480382b6b
remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
69f77a6c2e
Not sure how these things work, but presumably this was meant to be here
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005
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!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
474ad01b46
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
RedEnchilada
70732f6475
Make solid midtexture trick work properly(?) for polyobjects
2015-03-30 13:06:04 -05:00
RedEnchilada
808775de02
Effect 4 on a map line now makes the front midtexture solid
...
(Supports Effect 5 repeating of arbitrary lengths, but not of the automatic "top-to-bottom" type; just use Impassible there!)
2015-03-29 00:49:27 -05:00
Ronald Kinard
a2af7ba305
Merge branch 'master' into next
...
Synchronize with master for STJr/SRB2!4 .
2015-03-24 23:12:01 -05:00
Ronald Kinard
53680903e5
Fix compilation and debugging on Windows.
...
Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.
This reverts the static library SRB2Core from a7135094
and instead
adds the core sources to the SRB2SDL2 target directly.
So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
ad6535ca51
Merge branch 'master' into next
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Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
c43b41e183
Fix generation of SRB2DD target.
...
It still won't compile correctly. But this should avoid the error
messages related to it.
2015-03-08 04:30:07 -05:00
Ronald Kinard
8472075960
Prepend ASM sources with the current source directory in CMake.
...
This fixes generation with USEASM enabled.
2015-03-08 04:16:16 -05:00
Ronald Kinard
a713509493
Refactor CMake to allow source grouping and separation of interfaces.
...
Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.
In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.
Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
Ronald Kinard
f28b050c07
Append current branch name to comp version string.
2015-03-04 20:15:57 -06:00
JTE
7964f3b044
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
c1bfde0027
Fixed WGL code "device mode" breaking.
...
The devil is in the details.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
8d7b5941a8
Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:11 -05:00
JTE
092134ad0c
Title screen cheat "devmode".
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Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
MonsterIestyn
9b0e09877e
gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
JTE
0dff0d84de
New HD SRB2 icon by VAdaPEga.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
MonsterIestyn
ffc1d3cb64
Correcting a most minor math mistake
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
2d8868feca
Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
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Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
f3e6770e9a
Well that shows you how much we care about the old special stages *or* race!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
0a7f3751f6
Add in missing super check
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8984 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
8232dbca10
*Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Alam Ed Arias
6513954789
whitespace cleanup
2015-03-01 19:30:22 -05:00
Wolfy
627889eec1
Have super sparks scale with the player
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Fixes https://mb.srb2.org/showthread.php?t=40279
Should work fine, but do keep in mind that this fix is untested.
2015-03-01 19:28:57 -05:00
Ronald Kinard
15f0670c43
Merge branch 'fix_each_time' into next
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Conflicts:
src/p_floor.c
2015-03-01 02:13:46 -06:00
Alam Ed Arias
2609745b51
it was me, Duo!
2015-02-06 10:22:16 -05:00
Alam Ed Arias
ed0d70feca
do not typedef off_t when we do not need to
2015-02-05 17:32:27 -05:00
Alam Ed Arias
542295c863
remove comptime.h from cmake file list
2015-02-05 17:32:26 -05:00
Ronald Kinard
062a746fdd
Further fix IPv4 when IPv6 is available
2015-02-05 15:36:07 -06:00
Ronald Kinard
ae05613460
Fix IPv4 connectivity when IPv6 is enabled
2015-02-05 00:32:54 -06:00
Alam Ed Arias
3d498fe894
VERSIONSTRINGW is funny
2015-02-02 15:21:58 -05:00
Alam Ed Arias
7cf1a1aab8
fixup cmake merge
2015-02-02 14:58:51 -05:00
Ronald Kinard
e08bd45227
cmake: Separate debug symbols on gcc
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Only when actually making the debug target though!
2015-02-01 22:14:52 -06:00
Ronald Kinard
d7015d1492
cmake: Fix nasm/add yasm support
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Tested to work on MSVC, mingw-gcc
2015-02-01 21:25:02 -06:00
Ronald Kinard
194ce626e1
cmake: Add nasm support
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Enables ASM-NASM and adds tmap*.nas to sdl target.
No idea if this actually works.
2015-02-01 19:18:25 -06:00
Ronald Kinard
8d3b948e1b
cmake: Fix compilation for MSVC 2015
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snprintf is now available in MSVC 2015!
2015-02-01 19:02:08 -06:00
Ronald Kinard
ec79756c42
cmake: copy DLLs to build directory in MSVC
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this is done as a POST_BUILD step
2015-01-31 22:40:36 -06:00
Ronald Kinard
4d3a7dd8fb
cmake: fix NDEBUG on Debug
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wow i'm stupid
2015-01-29 00:17:47 -06:00
Ronald Kinard
70f046a320
cmake: on mac, check Resources in bundle first.
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on non debug, check assets folder in src as well
2015-01-28 23:38:40 -06:00
Ronald Kinard
e54338ef01
cmake: fix Windows linking
2015-01-28 23:20:21 -06:00
Ronald Kinard
57037e4124
cmake: fixes to enable linux compilation
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string.c, capitalization, find fixes
2015-01-28 20:15:24 +00:00
Ronald Kinard
68f8a5b0f9
cmake: build bundle and dmg on install/package
2015-01-28 19:29:16 -06:00
Ronald Kinard
0909fce2e3
cmake: Configure source via cmake
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silently fixing a bad malloc here too shhhhhhhhh
2015-01-28 18:03:41 -06:00
Ronald Kinard
53799eb390
cmake: Add CPack Package Generation
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Generates zips only at the moment
2015-01-28 16:42:05 -06:00
Ronald Kinard
1c9de50ad2
cmake: Search SDL2_main separately for MSVC
2015-01-28 15:33:29 -06:00
Ronald Kinard
20d6a7e675
cmake: exe icon on windows
2015-01-28 02:12:14 -06:00
Ronald Kinard
2f1367aab6
cmake: Fixes to allow MSVC to compile
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running is another story
2015-01-28 02:09:03 -06:00
Ronald Kinard
495ea65cc5
Add GME and SDL2_mixer
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Also support dynamic/static opengl switching
2015-01-28 01:20:43 -06:00
Ronald Kinard
479ebc3f94
Add Xcode target support
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It is really messy at the moment. There is no support for copying the
necessary frameworks and dylibs out to the bundle for distribution, and
it is a frankenstein of manual find_library and find_package which can
sometimes pick up Homebrew dylibs.
2015-01-28 00:58:30 -06:00
Ronald Kinard
05f5ec664a
Initial CMake support pass
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Compiles the SDL2 target on Windows successfully
2015-01-27 23:46:39 -06:00
Alam Ed Arias
45e8ec34a6
always turn on LFS support when compiling for a Linux/GNU system with libpng support
2015-01-10 17:35:36 -05:00
Alam Ed Arias
e28882a56d
oh, nPlaneVerts is a size_t?, well, then we need to use sizeu#()
2015-01-10 17:27:24 -05:00
Alam Ed Arias
f5cd1d5ebc
add check on write failed in old TGA screenshot code
2015-01-10 17:26:29 -05:00
Alam Arias
0c106a4ccc
I await the rise of AltimitOS because seriously, fuck this nonsense
2015-01-09 23:56:00 -05:00
Alam Arias
8bee6bef59
Make sure clear_conditionsets feeds in 1 to MAXCONDITIONSETS instead of 0 to MAXCONDITIONSETS-1, so that M_ClearConditionSet can use them all properly AND clear all condition sets properly.
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Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
2015-01-09 23:55:56 -05:00
Alam Arias
7535bb261f
Account for the separation of F11 and F12 in the keycodes list
2015-01-09 23:55:52 -05:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
d959d0e462
Merge remote-tracking branch 'wolfy852/patch-2' into next
2014-11-29 13:08:32 -05:00
Ronald Kinard
54f0d0c110
IN PROGRESS: porting eternity slopes from srb2cb
2014-11-18 18:45:57 -06:00
Sryder13
3f1bb6359f
Merge remote-tracking branch 'upstream/master'
2014-11-14 22:21:07 +00:00
Sryder13
e90286ae52
Fix the polyobject crash
2014-11-14 22:19:44 +00:00
Ronald Kinard
3fd2a705ee
Maybe this is the last warning related commit?
2014-11-14 00:04:54 -06:00
Ronald Kinard
98c3c3a3ae
More warning squashing
2014-11-13 23:09:57 -06:00
Ronald Kinard
3eafca0dc1
Fix compile errors on win32, warnings elsewhere
2014-11-13 22:58:08 -06:00
Ronald Kinard
2feda0b560
Fix second joystick in sdl
2014-11-13 22:34:47 -06:00
Ronald Kinard
be1565fce3
Add support for new HWR functions in win32 and sdl12
2014-11-13 22:34:09 -06:00
Ronald Kinard
869c4241eb
Restrict mouse to window when in focus
2014-11-13 19:18:24 -06:00
Ronald Kinard
d056e82b3b
Parse GL version correctly.
2014-11-13 18:20:32 -06:00
Ronald Kinard
d8484a86e0
Virtual resolutions in OpenGL
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Also made fades use core functions if they are available.
2014-11-13 18:06:38 -06:00
Ronald Kinard
5d0eafb26a
Fix MOUSE4/MOUSE5
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MOUSE6-8 will not be supported on SDL2 as there is no interface for them.
2014-11-13 15:31:32 -06:00
Ronald Kinard
80891e916d
Use scancodes instead of keycodes for locale independence.
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ONLY US KEYBOARDS SUPPORTED! THAT'S HOW WE DO IT IN AMURRICA
2014-11-13 15:19:39 -06:00
Ronald Kinard
0913bd44af
Fix mouse warping
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In some cases, the warp back to center was being detected as a mouse motion, causing all sorts of silliness with the mouse. The workaround is by only using the first motion event and ignoring every event after that, until the next call to I_GetEvent.
2014-11-13 03:51:33 -06:00
Ronald Kinard
b82f64dea5
Display error window on crash
2014-11-13 01:51:29 -06:00
Ronald Kinard
4c55b5db20
Center only on display 1. No more multimonitor span.
2014-11-13 01:36:06 -06:00
Ronald Kinard
b7e8d7d044
Fix -nomouse
2014-11-13 01:04:17 -06:00
Alam Ed Arias
a721528c50
DunceEnchilada had been glared at
2014-11-12 09:28:14 -05:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
3fe4921a24
Merge remote-tracking branch 'origin/master' into next
2014-11-02 01:12:23 -05:00
Alam Ed Arias
6d773c54a5
Use OpenGL 1.3 in static builds and on SDL interfaces
2014-11-02 01:11:59 -05:00
Alam Ed Arias
be73e84245
Merge remote-tracking branch 'origin/master' into next
2014-11-02 01:32:33 -04:00
JTE
9d1da548aa
Fix hardware / r_opengl warnings.
2014-11-02 01:31:38 -04:00
Alam Ed Arias
aa612bcf91
whiteline checkup
2014-11-02 01:31:36 -04:00
Sryder13
0c0ede6f18
OpenGL: Polyobject Planes
2014-10-27 20:57:45 +00:00
ilag11111
97b61eb66d
Each Time Fix Fix: Don't infinite loop when each time is set to trigger on exit.
2014-10-02 10:26:12 -07:00
Wolfy
197e5fce55
Change super transformation to freeze momentum instead of bitshifting
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Fixes https://mb.srb2.org/showthread.php?t=39921 where the issue before was that when you transformed your momentum would still have you moving slowly, which could cancel out the animation.
2014-10-01 21:19:32 -05:00
ilag11111
2191e5b9de
Each Time Fix: Multiple players simultaneously entering a sector, e.g. Tails carries one in.
2014-10-01 13:49:44 -07:00
Sryder13
1ab29ba96a
Merge remote-tracking branch 'upstream/master'
2014-09-12 20:53:55 +01:00
Sryder13
781dd16fa6
Fix THOK MD2's not rotating with camera
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Will also fix any other case that an mobj has a skin and a single frame.
2014-09-10 00:22:39 +01:00
Sryder13
987f9f5c26
Quick sky fix 2
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walls not extending down when a thok barrier has top textures and both
ceilings have sky.
2014-09-09 23:57:12 +01:00
Sryder13
cee8fff7b3
Quick sky fix
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Avoid Z-Fighting on the depth wall with the regular walls to stop the
possibility of regular walls being made partially invisible.
2014-09-09 01:59:19 +01:00
Sryder13
b2852ec0f4
OpenGL: Sky culling
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Gets rid of stuff being drawn where the sky should be being drawn.
2014-09-08 23:29:05 +01:00
Sryder13
bc0b5505a8
OpenGL: Fix sky drawing
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sky positioning and scaling more correct compared to software.
2014-09-08 00:55:32 +01:00
Alam Ed Arias
dc6f798a43
Merge remote-tracking branch 'origin/master' into next
2014-09-05 20:26:07 -04:00
Ronald Kinard
5b07cf8ff0
SDL2: Add 1600x1200 mode
2014-09-05 20:25:06 -04:00
Ronald Kinard
399eddefe6
SDL2: Do not use xinput, force directinput
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Fixes axes issue with xinput controllers.
2014-09-05 20:24:57 -04:00
Ronald Kinard
31abd19f75
SDL2: Reimplement some stubbed commands
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Also remove some unnecessary functions.
2014-09-05 20:24:39 -04:00
Ronald Kinard
eece38609e
SDL2: Fix 320x200 mode
2014-09-05 20:24:25 -04:00
Ronald Kinard
c97eef238e
Use gcc_struct on ATTRPACK too
2014-09-05 20:23:38 -04:00
Wolfy
8a4ec56ef5
Merge the dedicatedserver and server global variables
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Previously in Lua, dedicatedserver would only return true if the player running the script was the one hosting the dedicated server. In all other cases, it would return nil. This fixes it to point to the server host no matter what.
2014-09-05 20:23:32 -04:00
Sryder13
ca0f0bf2fd
OpenGL Fade masks
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I think I've done this all right, someone correct me if I haven't.
2014-09-04 01:35:29 +01:00
Sryder13
da2b6f2c01
Fix certain textures with holes in
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see: CEZ1 skybox in linear filtermodes.
2014-09-03 02:10:47 +01:00
Sryder13
d96eaa768c
else added
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less redundancy.
2014-08-30 14:36:18 +01:00
Sryder13
ae27ace7fe
Polyobject translucency quick fix.
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I realise what I did before may cause FOF's in the same sector to not be
drawn, if they were before.
2014-08-30 14:20:07 +01:00
Sryder13
278f2e9b66
Polyobject top/bottom texture + translucency
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polyobjects do have top/bottom textures, silly.
And translucency.
2014-08-30 14:10:55 +01:00
Alam Ed Arias
b1e1163b91
evil changes
2014-08-27 22:43:10 -04:00
Alam Ed Arias
7cb77075d1
SRB2 2.1.11 release
2014-08-26 23:56:30 -04:00
Alam Arias
81cbdcccd5
Merge pull request #28 from wolfy852/master
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Remove momentum reduction in CA_JUMPTHOK
2014-08-26 21:29:24 -04:00
Alam Ed Arias
d6c29e19ab
SRB2 2.1.10 release
2014-08-05 19:59:40 -04:00
Wolfy
53c791b29c
Remove momentum reduction in CA_JUMPTHOK
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Also add new multiability handling for it
2014-08-04 13:38:19 -05:00
Alam Ed Arias
d066a7a6d1
Change mixer panning to make sense (for SDL12)
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This makes positional audio in sdl work correctly (things to the left
play sounds in the left speaker)
2014-08-04 11:57:29 -04:00
Ronald Kinard
8eef7239b2
Change mixer panning to make sense
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This makes positional audio in sdl work correctly (things to the left
play sounds in the left speaker)
2014-08-04 02:48:18 -05:00
Ronald Kinard
25739b38e3
INTERFACE=sdl
2014-08-04 00:27:12 -05:00