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
d36e9a425f
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-01-20 09:27:50 -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
d15aee9d44
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-01-20 04:41:56 -08:00
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
Inuyasha
96913c4a47
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 01:13:21 -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
Inuyasha
01dd3e9bd5
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into spr2-freeslots
2016-01-15 02:29:51 -08:00
Inuyasha
9ba43e1d01
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-15 02:20:34 -08:00
Inuyasha
ed69520004
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music
2016-01-15 02:01:32 -08:00
Alam Ed Arias
1a56d48cd9
Merge branch 'public_next' into master
2016-01-14 12:37:04 -05:00
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
732003bcb9
Quick fixes for unsigned-signed compiler warnings
...
probably not the most ideal way of doing this to be fair though
2016-01-14 17:11:16 +00:00
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
Inuyasha
c2f40b6b00
Attempt to play nice to cmake.
2016-01-14 07:37:58 -08:00
Inuyasha
752d97dfb3
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 04:31:48 -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
Inuyasha
24d1874fd6
Merge branch 'Rob-request-player-anims' into 'master'
...
Rob request player anims
[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point
See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha
2450e2d43c
Merge branch 'sp-supers-for-everyone' into 'master'
...
Sp supers for everyone
Getting simple changes out of the way.
See merge request !21
2016-01-14 00:39:40 -05:00
Inuyasha
c81571f0af
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-13 19:27:59 -08:00
Inuyasha
cd1bb9b027
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music
2016-01-13 19:27:15 -08:00
Inuyasha
ef4aad3655
Merge branch 'monster's-miscellaneous-meddling' into 'master'
...
Monster's miscellaneous meddling
A miscellaneous assortment of code-cleanup and other changes, plus fixing up SRB2's tangent array so it behaves more as expected (especially on the Lua side).
More specific details of the changes:
(MUST-HAVE CHANGES)
* `finetangent[]` has been entirely redone in the same manner as finesine/finecosine.
* Lua's tan() function shifts `finetangent[]` results by `ANGLE_90` to get what you EXPECT it to return (e.g. `tan(0)` actually returns 0 now). This means finetangent itself doesn't need to change its general arrangment, this only affects Lua specifically.
* Lua's tan() function now also doesn't go out of `finetangent[]`'s bounds at all. Before, `tan(ANGLE_180)` through `tan(ANGLE_MAX)` and such would just give you values unrelated to the array in question, which was clearly a bad thing.
(CAN PROBABLY LIVE WITHOUT?)
* `finecosine`'s definition moved from r_main.c to tables.c.
* Created `P_CheckTimeLimit` for `cv_timelimit`, much like `cv_pointlimit` has `P_CheckPointLimit`. It cleans up `P_UpdateSpecials` a bit at least.
* Some code cleanup relating to translucency maps - these are kind of unimportant, I was about to stop `FF_TRANSMASK` being used everywhere, but this was apparently a bad idea so I backtracked a bit.
* Re-added `_MSC_VER` check around MSVC-specific code in doomtype.h, in case it wasn't defined (and `__OS2__` was). Also left a comment there regarding `__BYTEBOOL__`.
* Fixed an apparent copy+paste goofup in `joyaxis_cons_t[]` for the Wii-specific code.
See merge request !10
2016-01-13 22:22:53 -05:00
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
Inuyasha
437b0ac692
Merge branch 'reduced_palette' into 'master'
...
Reduced palette
You guys should know what this is by now. If you don't, you really need to catch up. =P
We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.
See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8
See merge request !13
2016-01-13 21:03:12 -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
Inuyasha
e18f467885
Further optimization of fading code because I'm crazy
...
The less branches, the better.
Optimization is a bitch, you know.
2016-01-08 08:16:16 -08:00
Inuyasha
a4d05350f7
Fixed some oddities with TUNES.
2016-01-08 03:23:05 -08:00
Inuyasha
e1f9a01229
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??)
2016-01-07 23:48:19 -08:00
Inuyasha
1e4c2f8aad
Fixed LD413
2016-01-07 20:41:58 -08:00
Inuyasha
025ca413a2
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.
2016-01-07 19:48:20 -08:00
Inuyasha
505306429e
Merge branch 'master' into repeat-monitors
2016-01-06 04:01:50 -08:00
Inuyasha
c1340b6e6c
Most minor 1up icon bug fixed.
...
1up icons were spawning their overlays off sync with each other so the face icon was showing up during static. Now they don't.
(They'd do this in 2.1 too if you have a custom WAD added that doesn't have an overlay sprite, and you use it in multiplayer alongside a character that does.)
2016-01-06 03:07:08 -08:00
Inuyasha
1ba005c511
Fixed crash on Deton explosion.
...
(Detons need deathstates, otherwise they are removed partway through exploding. Not fun.)
2016-01-04 01:34:56 -08:00
Inuyasha
dcde68912a
Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors
2016-01-03 19:30:46 -08:00
Inuyasha
1f7e135ce5
Gold boxes are supposed to be 4 fracunits taller.
...
To match their taller sprite.
2016-01-03 19:11:27 -08:00
RedEnchilada
3e93ec21a1
Make internal slope functions static and remove from header
...
I hate merges. Why do things keep getting undone?
2016-01-03 18:25:45 -06:00
Inuyasha
537ab87add
Merge branch 'dispoffset-changes' into 'master'
...
Dispoffset changes
Dispoffset now works in OpenGL, and the feature has been optimized so high dispoffset values don't cause sprites to be distorted anymore.
See merge request !12
2016-01-03 18:31:20 -05:00
Monster Iestyn
27b65e3569
Several changes to split jump anims from spin anims:
...
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
RedEnchilada
0c6aaf87d5
Merge branch 'next'
2016-01-03 10:35:12 -06:00
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
Inuyasha
1b8a38bd56
Merge branch 'reduced_palette' into 'repeat-monitors'
...
Reduced palette -> repeat monitors
As the graphics use the new palette anyway.
https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
See merge request !15
2016-01-03 00:59:40 -05:00
RedEnchilada
c38af2c6a2
Remove unused maxtop variable
2016-01-02 23:26:22 -06:00
Wolfy
82b4320c61
Merge branch 'reduced_palette' into 'dashmode'
...
Merge reduced palette into dashmode branch
This is necessary for Metal Sonic to work.
See merge request !14
2016-01-03 00:08:29 -05:00
RedEnchilada
ba8c0dfc6e
Clean up dash mode and make multiplayer-compatible
...
Actionspd is now the running speed in dashmode.
2016-01-02 22:58:35 -06:00
RedEnchilada
a15a4ace7e
Do dashmode thok speed adjustments at thok instead of modifying actionspd
2016-01-02 22:34:55 -06:00
RedEnchilada
b9b1e2b298
Fix MD2s
2016-01-02 21:53:43 -06:00
wolfy852
ebd2bdd1c8
Add CA_DASHMODE to the game
...
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
2016-01-01 14:53:29 -06:00
Inuyasha
98f652aca6
Big monitors are "Gold Monitors" now.
...
The useless ones have been removed, too, and they should always spawn as what they should regardless of settings.
By the way, graphics are at https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
2015-12-31 15:29:08 -08:00
Inuyasha
265a607b58
rewrite of monitors to accomodate repeat use monitors.
...
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Nipples the Enchilada
0a0f16a001
Merge branch 'actions-tweaks' into 'next'
...
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
Monster Iestyn
e0e9c7c172
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
2015-12-01 22:38:57 +00:00
Monster Iestyn
bb9488f2a2
Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
...
(I won't touch overlays for now)
2015-11-23 21:04:33 +00:00
Monster Iestyn
30ef257050
dispoffset now works in OpenGL
2015-11-23 17:01:10 +00:00
Monster Iestyn
f6eac1a6ac
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
2015-11-23 16:39:32 +00:00
Yukita Mayako
4e2cc2c200
Fixed more logic bugs.
...
SPR_FIRSTFREESLOT is not the same as SPR2_FIRSTFREESLOT.
What was I, drunk?
2015-11-10 20:46:10 -05:00
Yukita Mayako
24ab56691e
Fixed spr2 freslot logic bug.
2015-11-10 20:33:29 -05:00
Yukita Mayako
2b6e65f122
Added missing comma to COLOR_ENUMS string array after "ROSY".
...
It's not SKINCOLOR_ROSYSUPER1, after all.
2015-11-09 16:45:35 -05:00
Yukita Mayako
ca7151f1c2
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into reduced_palette
...
Conflicts:
src/dehacked.c
2015-11-09 14:34:26 -05:00
Monster Iestyn
fed463f1d2
NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is)
2015-11-08 17:50:05 +00:00
wolfy852
5409367a5f
Define TRANSPARENTPIXEL as 255 in asm files
2015-11-07 15:32:11 -06:00
wolfy852
1ed5407821
update stuff
2015-11-07 13:56:21 -06:00
Monster Iestyn
77f118dd2f
Removed dummied-out Pope XVI code
2015-11-06 14:23:06 +00:00
Yukita Mayako
14e8ac702f
Added freeslots for SPR2.
...
Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
2015-10-31 14:45:42 -04:00
Monster Iestyn
b94fc008ab
doomtype.h tweaks
...
some of the mess in here really bothers me
2015-10-21 16:01:16 +01:00
Monster Iestyn
ac24ce234f
If this isn't an accidental copy+paste then I'd be very surprised
2015-10-21 15:40:59 +01:00
Monster Iestyn
e0deaaf3ff
From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so...
2015-10-21 15:32:50 +01:00
Monster Iestyn
98ad63eb06
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
2015-10-12 15:10:43 +01:00
Monster Iestyn
165aec3d34
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.
2015-10-11 22:23:40 +01:00
Monster Iestyn
08c0c7676c
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.
2015-10-11 21:01:04 +01:00
Monster Iestyn
a9b96a1668
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)
2015-10-11 14:05:05 +01:00
Monster Iestyn
fdc2c3adcd
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)
2015-10-10 21:21:16 +01:00
Monster Iestyn
d4976d677f
Move finecosine[] declaration to where it really belongs in the source code
2015-10-10 20:30:29 +01:00
Monster Iestyn
368b458eee
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!
2015-10-10 17:57:35 +01:00
Monster Iestyn
d7b402e3c4
More cleanup, most notably dumping ring spilling code in P_RingDamage
...
...one wonders why P_RingDamage didn't already do that in the first place
2015-10-06 22:05:32 +01:00
Monster Iestyn
a84c2c6081
Some cleanup and reordering
2015-10-06 21:14:11 +01:00
Monster Iestyn
31b2919847
Added a "damagetype" argument to P_ShieldDamage. We don't use MT_NULL to hack in damage for sector specials anymore, after all.
...
Must have forgotten to do this back when I originally implemented damage types, oh well.
2015-10-05 20:18:45 +01:00
Monster Iestyn
175561cc7f
Check if God mode is one before even going to NiGHTS or player vs player damaging code or whatever.
2015-10-05 17:13:34 +01:00
Monster Iestyn
210757f27b
Removed the removal of SF_SUPER from skins other than Sonic
2015-10-02 13:45:51 +01:00
Monster Iestyn
7dcf0d3d09
Fix an error from match-balancing being merged in. Apparently match-balancing also doesn't have a prototype for P_StealPlayerScore for whatever reason.
2015-10-01 20:02:44 +01:00
Yukita Mayako
ba77b235d1
Merge branch 'match-rebalancing' into damage-control
...
Conflicts:
src/p_inter.c
src/p_user.c
src/st_stuff.c
2015-09-30 20:40:27 -04:00
Alam Ed Arias
6cde169c58
Merge branch 'public_next' into private
2015-09-26 22:10:59 -04:00
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
6ad1086128
Merge branch 'public_next' into master
2015-09-03 15:58:16 -04:00
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
eb4de823e9
Merge branch 'public_next' into master
2015-09-03 13:55:29 -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
7092a24acd
Merge branch 'new-animations' into 'master'
...
Oops. (Minor animation bugfix I forgot.)
Apparently I pushed this one commit to GitHub instead of SRB2Internal before the branch was merged...
Oops.
See merge request !8
2015-08-22 10:05:02 -04:00
Yukita Mayako
2fb03a7cff
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
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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
Sryder13
5a033181b8
Metal Sonic Flash
2015-08-21 20:17:11 +01:00
Sryder13
d0d19e684c
Change Lavender, Azure, Blue
2015-08-21 18:34:21 +01:00
Monster Iestyn
6bc1a5fdef
Okay, major overhaul time!
...
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
Alam Ed Arias
c16d466483
Merge remote-tracking branch 'public_next' into master
2015-08-15 10:16:27 -04:00
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
fbda813155
whitespace cleanup from merge
2015-08-14 18:32:30 -04:00
Alam Ed Arias
c0ae3fa895
Merge remote-tracking branch 'private/public_next' into private_master
2015-08-14 18:26:33 -04:00
Alam Ed Arias
79ecbc407e
Merge branch 'pointtoangle-fix' into 'next'
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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
4369ba2a21
Merge branch 'master' into damage-control
2015-08-14 19:01:41 +01:00
Monster Iestyn
ee4a3fffee
Merge branch 'polyobj-setup-fixes' into 'master'
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Polyobj setup fixes
If you're wondering why ERZ2 crashes lately, yes, it's my fault once again it turns out! Ideally we shouldn't have loose spawn points or anchors without an actual PolyObject to go with them in the first place, but this fix re-adds the safety check that prevented them from crashing the game before.
If it wasn't clear already, this fix is rather important, so please get in asap.
See merge request !7
2015-08-14 13:48:37 -04:00
Monster Iestyn
8cde0121d0
Remove the switch-to-seestate behavior in P_DamageMobj.
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In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.
2015-08-14 15:55:24 +01:00
Monster Iestyn
b449bd826a
Rewrote A_SetTargetsTarget to be more sensible and efficient
2015-08-13 19:42:00 +01:00
Monster Iestyn
66b7597e87
Derp, disabling Polyobj_findExplicit apparently blocked off the one thing preventing ERZ2 from crashing before (since it has rogue spawn points without actual First Lines to go with them, for whatever reason)
2015-08-13 16:59:32 +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
RedEnchilada
6d3e318a0c
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.
2015-08-03 13:45:51 -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
Sryder13
079f02ca69
Fix Peridot
2015-07-25 14:10:52 +01:00
Sryder13
5209787ebd
Rename Colours
2015-07-25 14:07:05 +01:00
Sryder13
14b157b98d
Fix yellow
2015-07-25 13:35:11 +01:00
Sryder13
c6c67d45b0
Fix Purple
2015-07-25 00:14:50 +01:00
Sryder13
9847668863
New Colours
2015-07-24 23:39:53 +01:00
Sryder13
1dd28ef15a
Rearange colours to be in more correct order
2015-07-23 22:57:54 +01:00
Sryder13
721a5f9b4b
Default Translation color + Neon Green change
2015-07-23 21:43:30 +01:00
Sryder13
e054f4b6c6
Drawfills and Console
...
All relevant DrawFills had colours changed.
Console background colour changed.
Text colourmapping changed.
2015-07-23 18:56:05 +01:00
Sryder13
70d0595817
Update colour changes
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More correct colour ranges.
Added Rosewood.
Added Super Sonic Colours (No Super Tails or Knuckles, at least not yet).
2015-07-23 17:58:52 +01:00
Sryder13
0d357adb52
Base colour changes
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Default colours before new colours are potentially added.
Rosewood is the same as orange and will likely be removed.
2015-07-23 00:03:31 +01:00
Alam Ed Arias
22433bcb54
Merge branch 'new-animations' into 'master'
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New player animations (Updated player.dta Sonic)
Adds support for several completely new player animations, mostly for Super Sonic.
See merge request !5
2015-06-22 09:59:39 -04:00
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
Yukita Mayako
96241866bf
Fix Super float anim bug.
...
This commit makes Super floating players break into
a normal walk again when they hit the floor, instead
of keeping their float animation on the ground.
2015-06-19 01:55:13 -04:00
Yukita Mayako
496662bec5
Super float animation.
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When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako
ffec58c09c
Add PA_EDGE to handle Super teeter animation bug.
...
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
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Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
ac5c8f10e9
Merge remote-tracking branch 'public/lua-32bit-changes' into next
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Conflicts:
src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Alam Ed Arias
c4ac9643ad
Merge branch 'goop-dampen' into 'next'
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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'
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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'
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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'
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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.
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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
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Stupid JTE.
2015-06-10 11:06:56 -04:00
Yukita Mayako
6ac5013802
Only push userdata to the stack when needed!!
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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.
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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
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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.
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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
b17e39a701
Add missing string constants.
2015-05-29 15:52:38 -04:00
Yukita Mayako
99066429de
Add PF_SHIELDABILITY to dehacked.
2015-05-29 15:49:12 -04:00
Yukita Mayako
8a261ea467
Fix sprite2 fallbacks.
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It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako
d2ef4d3e3c
Add S_PLAY_SUPER_STUN and PA_PAIN
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For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -04:00
Yukita Mayako
b601dad4cd
Hotfix for sprite2 in netgames
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It wasn't properly added to $$$.sav because
MD_SPRITE didn't get set. :/
2015-05-29 14:26:39 -04:00
Yukita Mayako
d680cafc6e
Add fallbacks for SPR2_ animations.
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Every SPR2_ except for SIGN and LIFE now has a proper
fallback leading down to SPR2_STND.
2015-05-29 14:25:10 -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
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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
Yukita Mayako
2d14173968
Allow spin button Jump Shield normally.
...
If you walk off a cliff with a jump shield, you
can now press EITHER the jump or spin buttons to
activate it and double jump.
2015-05-29 02:35:24 -04:00
Yukita Mayako
e9c1771017
Add new spindash animation.
...
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
b88864c666
Add player JUMP animation
...
Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
2015-05-29 01:51:15 -04:00
Yukita Mayako
98ba9ca140
Updated player->panims.
...
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
Yukita Mayako
ff181d099c
Add new player animations.
...
Added drowning to all players, and several new
Super animations for Sonic.
Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako
bed8dc4c7c
Tails ringslinger buff.
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Any character with CA_FLY will now throw rings 1.5x as fast.
2015-05-28 03:24:55 -04:00
Yukita Mayako
406d809bc2
Change attract homing thok to negate Z.
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Do not keep Z momentum from homing. It is a bad idea.
2015-05-27 22:57:42 -04:00
Yukita Mayako
8a1411b122
Attraction homing tweaks.
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Lower homing speed.
Retain velocity after hitting your target.
2015-05-27 22:06:27 -04:00
Yukita Mayako
ecd867ab35
Change A_BombShield to add P_BlackOw.
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Now when you obtain an Armageddon Shield, and
you already HAVE one, the first one explodes
_while_ applying the second.
2015-05-27 21:08:30 -04:00
Yukita Mayako
7118925959
Fix broken P_RingDamage bug from c6c4ab7c
...
Accidentally snipped too much out of
P_DamageMobj's subfunctions...
2015-05-27 06:43:24 -04:00
Yukita Mayako
18920e486d
Add sfx to Attract shield dash.
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Because it seemed really weird for a
sudden shift of momentum to be unaccompanied.
2015-05-27 06:07:38 -04:00
Yukita Mayako
65f2d4b80f
Add PF_SHIELDABILITY
...
This flag is used as a distinction between the
character ability CA_HOMINGTHOK and the attract
shield's active ability.
2015-05-27 05:59:42 -04:00
Yukita Mayako
4a1f0ce91c
New attract shield active
...
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
Yukita Mayako
1c1acb9f0e
Add emeraldspawndelay for Match "super"
...
Emeralds will not spawn while players are still
enjoying their victory dance now.
2015-05-27 04:02:44 -04:00
Yukita Mayako
c6c4ab7c53
New emerald behavior in Match.
...
No longer turns you super, instead emeralds steal points
from enemy players and give you (and relevant teammates)
an invincibility + super sneakers monitor.
2015-05-27 02:39:46 -04:00
Yukita Mayako
67fcff7ee7
New Match ammo consumption rules.
...
Weapon rings can now be fired with no rings at double the ammo cost.
2015-05-27 02:39:42 -04:00
Yukita Mayako
b6a8df557e
New Match weapon/ammo dropping method.
...
P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
2015-05-27 02:39:37 -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
Ronald Kinard
91934d5aec
Merge branch 'next' into internal-master
...
Synchronize the following MRs to internal:
* STJr/SRB2!6
* STJr/SRB2!8
* STJr/SRB2!9
* STJr/SRB2!10
Conflicts:
src/doomdef.h
src/p_map.c
2015-04-14 19:33:38 -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
...
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
...
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-
...
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
...
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)
...
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.
...
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
...
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.
...
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)
...
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)
...
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
...
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!
...
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.
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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
Ronald Kinard
2b826bd50c
Merge branch 'next' into internal-master
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Synchronize for STJr/SRB2!5 .
2015-03-30 16:25:28 -05:00
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
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(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
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Synchronize with master for STJr/SRB2!4 .
2015-03-24 23:12:01 -05:00
Ronald Kinard
0e3ce03ca9
Merge branch 'master' into master-internal
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Synchronize with public master for STJr/SRB2!4 .
2015-03-24 23:07:03 -05:00
Ronald Kinard
53680903e5
Fix compilation and debugging on Windows.
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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
d407d280ad
Merge branch 'next' into internal-master
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Synchronize STJr/SRB2!3
2015-03-08 21:54:47 -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.
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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.
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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.
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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.
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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.
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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
Alam Ed Arias
82fc6fd4c0
whitespace cleanup
2015-03-01 19:38:42 -05:00
Wolfy
19b52d19cb
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 19:38:42 -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
967c2a324a
Merge branch 'next' into internal-master
2015-03-01 02:21:07 -06:00
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
MonsterIestyn
0ab6710dfa
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
2015-02-24 02:09:24 -06:00
RedEnchilada
8274b529d5
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
2015-02-24 02:09:24 -06:00
MonsterIestyn
d818b7af50
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
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:23 -06:00
RedEnchilada
f6de5cc4d9
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
2015-02-24 02:09:22 -06:00
RedEnchilada
a30222d8e6
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
2015-02-24 02:09:22 -06:00
MonsterIestyn
643dc4cbaa
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
2015-02-24 02:09:21 -06:00
MonsterIestyn
16b2dc3b54
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
2015-02-24 02:09:20 -06:00
MonsterIestyn
fb47b046da
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
2015-02-24 02:09:20 -06:00
MonsterIestyn
32bf550d08
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
2015-02-24 02:09:19 -06:00
MonsterIestyn
e83fa3dc43
Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
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Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
ff8c09922d
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
2015-02-24 02:09:18 -06:00
MonsterIestyn
55c1ad4368
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
2015-02-24 02:09:17 -06:00
MonsterIestyn
a486b70bed
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
2015-02-24 02:09:16 -06:00
MonsterIestyn
860a9172e4
Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:15 -06:00
MonsterIestyn
29b422ca10
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
2015-02-24 02:09:14 -06:00
Alam Ed Arias
51b783e85a
cmake: Fixes to allow MSVC to compile
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running is another story
Author: Ronald Kinard <furyhunter600@gmail.com>
Date: Wed Jan 28 02:09:03 2015 -0600
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9013 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:07:18 -06:00
MonsterIestyn
234300d4b6
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
2015-02-24 02:03:03 -06:00
MonsterIestyn
06039bbd9b
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
2015-02-24 02:03:02 -06:00
MonsterIestyn
c93ae69d9d
Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE
1d87f7d193
Removed default character select entries from hardcoding.
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Find them in MAINCFG in player.dta instead, where they belong. This means that player.dta finally contains ALL playable character-related data, with none of it in the iwad or exe.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9003 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:00 -06:00
JTE
272d8e3f91
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
JTE
301f33f2b7
Fixed WGL code "device mode" breaking.
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The devil is in the details.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
MonsterIestyn
eef1406bd8
WARNING: I HAVE PROBABLY JUST BROKEN 3/4 OF THE GAME WITH THIS COMMIT PolyObject setup is now much simplified: First line alone spawns a PolyObject, PolyObject Params apply extra settings Disabled Explicitly Include Line for the meantime, since goodness knows how anyone's supposed to use that at all (let alone working properly) Starting translucencies from PO Params is stored for reference in netgames
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9000 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:58 -06:00
JTE
3a0f5fd2ae
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
2015-02-24 02:02:57 -06:00
JTE
b29a3958e0
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
2015-02-24 02:02:56 -06:00
MonsterIestyn
ab78b722d5
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
2015-02-24 02:02:55 -06:00
JTE
2e8a5a3495
Updated dehacked.c to match info.h new player states.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8996 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
JTE
b7e3dfbd74
Updated version number to 2.2 and enabled active dev mode ("Trunk" versionstring and no MD5 checking on main wads)
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We're officially into 2.2 development now, yay! \o/
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8995 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
JTE
bfbd326821
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
2015-02-24 01:59:38 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
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SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
MonsterIestyn
c15153053c
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
2015-02-24 01:59:37 -06:00
MonsterIestyn
93734b6d60
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
2015-02-24 01:59:36 -06:00
Matt Walsh
58516ebe10
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
2015-02-24 01:59:35 -06:00
Matt Walsh
389299230d
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
2015-02-24 01:59:35 -06:00
MonsterIestyn
5d1ef1ff31
*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
2015-02-24 01:59:34 -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
...
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
...
Tested to work on MSVC, mingw-gcc
2015-02-01 21:25:02 -06:00
Ronald Kinard
194ce626e1
cmake: Add nasm support
...
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
...
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
...
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.
...
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
...
running is another story
2015-01-28 02:09:03 -06:00
Ronald Kinard
495ea65cc5
Add GME and SDL2_mixer
...
Also support dynamic/static opengl switching
2015-01-28 01:20:43 -06:00
Ronald Kinard
479ebc3f94
Add Xcode target support
...
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
...
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.
...
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
...
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.
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
see: CEZ1 skybox in linear filtermodes.
2014-09-03 02:10:47 +01:00
Sryder13
d96eaa768c
else added
...
less redundancy.
2014-08-30 14:36:18 +01:00
Sryder13
ae27ace7fe
Polyobject translucency quick fix.
...
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
...
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
...
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)
...
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
...
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
Ronald Kinard
a0f959e597
Fix Makefile to target sdl correctly
2014-08-04 00:04:03 -05:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
Alam Ed Arias
ab9934932e
Merge branch 'master' into next
2014-08-03 23:41:57 -04:00
Alam Ed Arias
0386516946
Merge remote-tracking branch 'Furyhunter/sdl2'
2014-08-03 21:02:24 -04:00
Alam Ed Arias
e2d3ce1aed
keep the old SDL interface
2014-08-03 21:02:04 -04:00
Alam Ed Arias
13f3fbac2e
Merge branch 'master' into next
2014-08-02 11:11:09 -04:00
Alam Ed Arias
cd97685e5a
fix build for sh sheel
2014-08-02 11:10:00 -04:00
Alam Ed Arias
abce10fd65
Merge branch 'master' into next
2014-07-29 15:53:53 -04:00
Alam Ed Arias
d8eceeb0ac
add build is done message into Makefile
2014-07-29 14:14:59 -04:00
Ronald Kinard
03fe3bdad2
Replace sdl with sdl2
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SDL1.2 is dead, long live SDL
2014-07-26 02:06:00 -05:00
Ronald Kinard
87df25a58c
sdl2: Fallback resolution for gl fullscreen
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to avoid a crash
2014-07-26 00:56:30 -05:00
Ronald Kinard
3a1a0c8871
sdl2: fix mouse grabbing in windowed
...
Should now ignore all motion events and not warp the mouse when the
window is out of focus.
2014-07-25 23:47:14 -05:00
Ronald Kinard
1bfea632c9
sdl2: windows exe rename srb2sdl2.exe
2014-07-25 23:08:37 -05:00
Ronald Kinard
e3c7bc0637
sdl2: Slow the mouse a bit
...
Fixes Furyhunter/SRB2#1 but probably makes mouse speed too slow on
Linux. Whatever.
2014-07-25 22:55:48 -05:00
Alam Ed Arias
424d6531c9
Merge remote-tracking branch 'Furyhunter/sdl2' into sdl2
2014-07-25 20:00:46 -04:00
Alam Ed Arias
d438a8f8c2
doh, I forget one, and in SDL2's Makefile.cfg
2014-07-25 19:44:43 -04:00
Alam Ed Arias
f03e591f64
change SDL into HAVE_SDL
2014-07-25 19:10:24 -04:00
Ronald Kinard
b429cce3b6
sdl2: add -borderless option for windowed
2014-07-24 22:35:04 -05:00
Ronald Kinard
ce8d82aa52
sdl2: oops it should be 32 bpp in softblit
2014-07-24 21:46:35 -05:00
Ronald Kinard
93e00cc694
sdl2: -softblit, use smaller texture format
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-softblit uses SDL2 software renderer backend for blitting
2014-07-24 21:32:47 -05:00
Ronald Kinard
8b0f374bfe
sdl2: potential huge perf. boost to software
...
SDL_UpdateTexture is apparently not good for streaming textures.
So instead, I did SDL_LockTexture/Unlock.
2014-07-24 19:18:48 -05:00
Ronald Kinard
005b502756
sdl2: limit fullscreen resolution in OpenGL
2014-07-24 03:15:35 -05:00
Ronald Kinard
8890722223
sdl2: handle no AF support correctly (1, not 0)
...
GL_EXT_texture_filter_anisotropic is cool I guess
2014-07-24 03:03:41 -05:00
Ronald Kinard
39603487ec
sdl2: restore anisotropic filtering support in gl
2014-07-24 03:01:16 -05:00
Ronald Kinard
716aa1f33a
sdl2: fix mouse motion (remove -mousewarp)
2014-07-24 02:51:46 -05:00
Ronald Kinard
0d82e3b54b
sdl2: reorder graphics initialization
...
GL Initialization needs to happen before window creation,
otherwise the GL library will get reloaded while in use and
Windows will have a heart attack. This is bad, obviously.
2014-07-24 00:20:34 -05:00
Ronald Kinard
4433be194f
sdl2: software: clear window on mode change
2014-07-23 23:21:19 -05:00
Ronald Kinard
73e99fa96c
sdl2: I_Error if we can't create gl context
2014-07-23 23:15:31 -05:00
Ronald Kinard
fc075e4c81
sdl2: use ABGR8888 texture on little endian system
...
This is a massive performance boost on slow processors, because
before, the intermediary buffer had to be swizzled to ABGR8888
before being uploaded -- for large resolutions this was an
enormous performance penalty.
2014-07-23 23:02:21 -05:00
Ronald Kinard
345b59f6f5
sdl2: code cleanup
2014-07-23 21:45:36 -05:00
Alam Ed Arias
a103697dd0
isFullscreen is unused?
2014-07-23 22:05:03 -04:00
Alam Ed Arias
1a731fb463
there no fade for non mixer builds
2014-07-23 22:04:46 -04:00
Ronald Kinard
9a4b2bd360
sdl2: restore vsync option (use sdl swap interval)
2014-07-23 19:46:12 -05:00
Ronald Kinard
20f871bd84
sdl2: opengl compiles fine, no TESTHW=1 needed
2014-07-23 19:43:15 -05:00
Ronald Kinard
d078e3e17f
sdl2: fix opengl (almost) entirely
2014-07-23 19:39:41 -05:00
Ronald Kinard
fea559398a
sdl2: we have colored rects in gl now I guess
2014-07-22 02:23:51 -05:00
Ronald Kinard
0a37bdf76d
sdl2: start getting opengl working again
2014-07-22 01:23:08 -05:00
Ronald Kinard
145618785c
sdl2: reuse window on mode change
2014-07-21 22:41:01 -05:00
Ronald Kinard
2618b1dd0b
sdl2: truncate resolution list, add 16:9 hdtv modes
2014-07-21 22:16:34 -05:00
Ronald Kinard
1ac1d04cca
sdl2: joystick fixes. don't pause in demo play/rec
2014-07-21 21:32:18 -05:00
wolfy852
9ab60d1295
Add LUA_EvalMath to Lua with function name EvalMath
2014-07-19 17:46:53 -05:00
wolfy852
d6b466b7dd
Add skin flag for running on water
2014-07-05 03:23:49 -05:00
wolfy852
39ce16a468
Add the Jump Thok ability for use by custom characters
2014-07-05 02:50:07 -05:00
Alam Ed Arias
c130be77b1
Merge remote-tracking branch 'RedEnchilada/next' into next
...
Also clean up whitespaces
2014-06-19 13:00:36 -04:00
RedEnchilada
37d3780458
Add hook for chat messages, including csays
2014-06-18 15:28:09 -05:00
Alam Ed Arias
b520d61ba2
Merge branch 'master' into sdl2
2014-05-27 15:19:18 -04:00
Alam Ed Arias
15f976a06c
Merge branch 'master' into next
2014-05-27 15:19:08 -04:00
Alam Ed Arias
b511294749
Merge remote-tracking branch 'Sryder13/master'
2014-05-27 15:14:55 -04:00
wolfy852
a8f5406233
Add P_Telekinesis and P_IsFlagAtBase to Lua.
2014-05-25 21:41:05 -05:00
Wolfy
9987d132fb
Add P_DoSpring to base library.
2014-05-24 12:51:59 -04:00
Wolfy
f509c56e3c
Unstatic P_DoSpring.
2014-05-24 12:49:15 -04:00
Wolfy
5316f8da96
Add P_SpawnSpinMobj to base library.
2014-05-24 12:46:46 -04:00
Wolfy
3f1038dcbe
Unstatic P_SpawnSpinMobj.
2014-05-24 12:46:10 -04:00
Wolfy
ec443af3d9
Add P_SpawnThokMobj to Lua base library.
...
I don't know too much about this but I THINK I did it right.
2014-05-24 12:35:01 -04:00
Wolfy
ed82755b6d
Unstatic P_SpawnThokMobj.
2014-05-24 12:30:33 -04:00
ilag
d8234f408b
Ensures the force shield's movecount is correctly set before comparing
2014-05-15 11:36:17 -07:00
ilag11111
aafc0bcb0d
Ensures that the force shield's sprite returns to the proper state after receiving an invincibility monitor.
...
Fixes http://mb.srb2.org/showthread.php?p=752815
2014-05-14 16:27:37 -07:00
Alam Ed Arias
d597856c8f
Merge branch 'master' into sdl2
2014-05-02 21:32:31 -04:00
ilag
1af18c7013
Redo all changes I ended up losing trying to undo the mess I made.
...
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Alam Ed Arias
0f8269fe6f
merge sdl interface changes into SDL2 interface
2014-05-02 09:33:57 -04:00
Alam Ed Arias
f3bd8c6ef4
Merge branch 'master' into sdl2
2014-05-02 09:01:51 -04:00
Alam Ed Arias
ea7abe7c44
Merge branch 'master' of https://github.com/ilag11111/SRB2
2014-05-02 08:49:30 -04:00
ilag11111
b21d5c55c9
Uses fixed-point math to properly calculate the exact amount of space needed.
2014-04-25 13:17:05 -07:00
ilag11111
f7bbf8c6d0
Improved fix by changing the formula for how memory is allocated to arbitrary sample rate conversion.
2014-04-25 12:42:43 -07:00
ilag11111
60a115b0a7
Fix (Linux) 64-bit crash in CEZ3 (playback of sfx_litng3).
2014-04-25 00:37:13 -07:00
Dmitry Marakasov
7d52913add
Make endianess detection more flexible
...
And fix it on FreeBSD, where _BIG_ENDIAN is not a flag indicating
big endian machine, but a constant to compare _BYTE_ORDER to.
2014-04-25 02:40:19 +04:00
Sryder13
c5aa433167
Merge remote-tracking branch 'upstream/master'
2014-04-24 15:37:07 +01:00
Alam Ed Arias
5b5fbe9aad
fix suport for libpng 1.6
2014-04-21 23:07:02 -04:00
Sryder13
46e84465e8
OpenGL: FOF Cutting Fix 2
...
Fixes Translucent FOF's cutting Solid FOF's.
2014-04-20 10:35:50 +01:00
Sryder13
a230368c3d
Merge remote-tracking branch 'upstream/master'
2014-04-20 10:33:47 +01:00
Alam Ed Arias
26d2d37d31
Merge branch 'master' into sdl2
2014-04-19 13:42:23 -04:00
Alam Ed Arias
8a9759a3e4
SRB2 2.1.8 release
2014-04-19 13:41:29 -04:00
Sryder13
bae7b5b2ac
OpenGL: FOF cutting fix
...
Fixes any FOF's with FF_SOLID not cutting each other.
2014-04-19 17:21:30 +01:00
Alam Ed Arias
f3e8c01565
Update interfaces I_UpdateMumble function
2014-04-18 11:16:18 -04:00
Alam Ed Arias
a4919454e8
Merge branch 'master' into sdl2
2014-04-17 20:46:35 -04:00
Alam Arias
7fb530fd18
grr, shadows
2014-04-17 17:52:33 -04:00
Alam Ed Arias
d6e48e2168
whitespace cleanup
2014-04-17 17:47:51 -04:00
RedEnchilada
fa79c1856c
Make player seethru code account for cut-away view
2014-04-17 13:46:40 -05:00
Alam Ed Arias
cb9f07fae8
Merge branch 'master' into sdl2
2014-04-17 14:04:02 -04:00
Alam Ed Arias
65c75f413c
SDL2: disable hardware support by default for now
2014-04-17 14:02:51 -04:00
Sryder13
098eb28036
OpenGL Multi-Property FOF's
...
Multi-Property FOF's have their multiple side properties display in
OpenGL.
2014-04-17 13:02:34 +01:00
Sryder13
5b324924ff
Undo MD2 Spin Frame Interpolation
...
Because apparently people don't like them like that.
2014-04-17 11:57:10 +01:00
Alam Ed Arias
537ad47d00
Will the real 2.1.7 release please stand up?
2014-04-15 22:20:13 -04:00
Alam Ed Arias
6b3a982434
Merge branch 'master' into sdl2
2014-04-15 13:57:39 -04:00
RedEnchilada
766f4c4acb
Render skybox from proper place for cutaway view
...
(Disclaimer: I don't know C at all)
2014-04-15 12:39:23 -05:00
Alam Ed Arias
8b90b0c39e
Merge branch 'master' into sdl2
2014-04-14 01:16:06 -04:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Alam Ed Arias
8fea599bf8
disable x11 check
2014-04-09 19:55:05 -04:00
Alam Ed Arias
2005421a7e
Merge remote-tracking branch 'ilag11111/sdl2' into sdl2
...
Conflicts:
src/sdl2/i_video.c
2014-04-09 19:47:11 -04:00
ilag11111
c206d55568
Adds command line parameter -mousewarp to control the use of warping in place of grabbing. Works around bugs in certain versions of X.
2014-04-09 14:40:54 -07:00
Alam Ed Arias
a3f387200e
XINPUT2 support check
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reable check for x11 and check if XINPUT2 support before enable mouse grab mode
TODO: need to restore non-mousegrab code?
2014-04-09 14:57:47 -04:00
Alam Ed Arias
57c1fd602c
clean up SDL2 video interface code
2014-04-09 14:54:15 -04:00
Alam Ed Arias
0aaaf067e3
update SDL2 interface to use SDL_JoystickNameForIndex
2014-04-09 14:54:15 -04:00
Alam Ed Arias
c59df51d19
Merge branch 'master' into sdl2
...
Conflicts:
comptime.sh
2014-04-09 14:54:06 -04:00
Alam Ed Arias
2bd6573f5f
grsoftwarefog is still hardware only
2014-04-09 14:52:38 -04:00
ilag11111
025523f3e3
Fix the previous commit to work on Linux32. Add more comments.
2014-04-08 19:19:23 -07:00
ilag11111
0306c1834a
Disables input grabbing in Linux; allows alt-tabbing and other actions.
2014-04-08 19:02:45 -07:00
Alam Ed Arias
cec63aa4c0
restore ISO C90 support in r_opengl
2014-04-08 12:01:26 -04:00
Sryder13
b63e99efd8
OpenGL Screen Flip
...
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Sryder13
81627a847f
Merge https://github.com/STJr/SRB2
2014-04-07 17:01:56 +01:00
Alam Ed Arias
25448dec36
Compile Win32 EXE with -gdwarf-2
2014-04-07 10:03:14 -04:00
Sryder13
7e04e679a9
Player Spin Frame MD2 Interpolation
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Player spin frames on MD2's interpolate correctly when moving slowly.
2014-04-07 12:37:15 +01:00
Ronald Kinard
ec559c84c1
sdl2: Fix mouse motion in fullscreen
2014-04-06 22:36:47 -05:00
Ronald Kinard
1882cf9233
sdl2: fix tabbing on last few commits
2014-04-06 21:50:56 -05:00
Ronald Kinard
080f8e4008
sdl2: restore joystick code
...
remarkably it still works even though the API has changed.
2014-04-06 21:43:40 -05:00
Ronald Kinard
6ea03a23b4
sdl2: Revert -win flag behavior, was glitchy
2014-04-06 21:23:59 -05:00
Alam Ed Arias
0ae6d5ae29
merge sdl interface changes into SDL2 interface
2014-04-06 19:01:04 -04:00
Alam Ed Arias
ea2e1a1144
Merge branch 'master' into sdl2
2014-04-06 18:38:04 -04:00
Sryder13
56fbdfdad3
OpenGL Translucent Midtexture Fix
...
Translucent Midtextures using holes with textures in them now work when
there is no FOF's above their sector.
2014-04-05 22:13:09 +01:00
Sryder13
fc12fc7cd4
OpenGL Screen Fading Fix
...
Screen Wipes now work as they did in 2.0.x.
2014-03-31 23:47:12 +01:00
Sryder13
d75d7cd09a
OpenGL Splitscreen Fix
...
First screen in split-screen is now not completely black.
2014-03-31 00:07:55 +01:00
Sryder13
9f0aacb059
MD2 Texture load fix
...
Fixes MD2's using sprites on the first frame when they're loaded.
2014-03-30 17:45:58 +01:00
Sryder13
652f3395a9
Merge https://github.com/STJr/SRB2
2014-03-28 23:29:20 +00:00
Sryder13
fc978c79bb
OpenGL wall Y offset
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Fixed wall textures breaking when Y offset of the wall was too high.
2014-03-28 23:28:00 +00:00
Alam Ed Arias
a80d925daf
Merge branch 'master' of github.com:STJr/SRB2 into sdl2
2014-03-28 11:59:57 -04:00
Alam Ed Arias
1b0b9fa537
Merge branch 'master' of https://github.com/ilag11111/SRB2
...
With whitespace fixup
2014-03-28 11:58:35 -04:00
ilag11111
544682f140
Proof of concept fix for Sonic not being MD2-able
2014-03-27 18:04:03 -07:00
Alam Ed Arias
bf51c09ea3
2.1.6 release
...
Merge branch 'master' of github.com:STJr/SRB2 into sdl2
2014-03-24 22:28:59 -04:00
Alam Ed Arias
32de698f5e
SRB2 2.1.6 release
2014-03-24 22:17:59 -04:00
Alam Ed Arias
d040190a66
Merge branch 'master' of github.com:STJr/SRB2 into sdl2
2014-03-24 19:47:14 -04:00
Alam Ed Arias
a9c2395e8d
SDL interface no longer use FMOD.dll
2014-03-24 19:40:54 -04:00
Alam Ed Arias
69d3f325f5
off_t for linux onl;y
2014-03-24 19:40:04 -04:00
Alam Ed Arias
f5b4187af6
disabled DEBUG section because of use of SDL_VideoDriverName()
2014-03-24 19:39:42 -04:00
Alam Ed Arias
21fc19f9d0
Win32 CPU cpuinfo was also using SDL_MMXExt() and SDL_Had3DNewExt()
2014-03-24 19:39:05 -04:00
Sryder13
3fbe3d38d3
OpenGL Patch Fill Fix
...
Patch Fill Drawing for intermission has been fixed to loop properly in
non aspect correct resolutions.
2014-03-24 20:06:13 +00:00
Sryder13
b075d1e3fa
Redwall sky gone
...
More redwall sky shenanigans gone.
2014-03-24 17:29:14 +00:00
Sryder13
9e10e3278b
Negative Light
...
Light no longer goes wrong when lightlevel of a sector is negative.
2014-03-24 17:11:45 +00:00
Sryder13
770c7eeade
LightLevelToLum gone
...
LightLevelToLum unused by everything now, it seemed to be giving wrong
values for lightlevels.
2014-03-24 16:11:25 +00:00
Sryder13
103258e364
OpenGL Flipped Patch Drawing
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V_FLIP in OpenGL.
2014-03-23 23:37:44 +00:00
Alam Ed Arias
bb6688107b
bump Srb2mac project
2014-03-23 12:06:07 -04:00
Alam Ed Arias
15bd266cac
SRB2 2.1.5 release
2014-03-23 12:00:29 -04:00
Alam Ed Arias
3a5fcc58da
Let steal some OpenGL fixes
...
Merge branch 'master' of https://github.com/Sryder13/SRB2
2014-03-23 10:31:31 -04:00
Sryder13
734d6b56f0
OpenGL Flashpal Flashes
...
Fixed flashes for OpenGL Nukes/Teleports etc.
2014-03-23 00:04:35 +00:00
Alam Arias
5e24fe8937
Fixup Srb2Mac to exclude srb2.srb from Lite pack
2014-03-22 16:09:41 -04:00
Alam Ed Arias
2b781d82d5
Quartz is evil, we need to ask for a new modeList
2014-03-22 15:54:46 -04:00
Sryder13
9386b3900b
OpenGL remove HOMs
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Removes HOMs from OpenGL.
This also seems to have made skyboxes not draw ontop of everything else
on Intel GPU's.
2014-03-22 17:17:40 +00:00
Sryder13
1f452953b6
Post processor skybox
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Post processing no longer done in the skybox.
2014-03-22 14:52:32 +00:00
Sryder13
7b6aeefea0
Hopefully correct
...
Pulled
2014-03-21 21:40:37 +00:00
Sryder13
ec902fed52
OpenGL Intermission picture fix
...
Fixes intermission pictures being taken in OpenGL.
2014-03-21 20:28:41 +00:00
Alam Arias
dcaac56f9a
bump SRB2Mac version
2014-03-21 16:05:12 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Alam Ed Arias
505ea76834
SRB2 2.1.4 release
2014-03-21 14:42:55 -04:00
Sryder13
c72fc0f10d
Warning gone.
...
Hopefully.
2014-03-21 18:03:40 +00:00
Ronald Kinard
be96974742
sdl2: Fix mouse button input
2014-03-20 23:37:57 -05:00
Ronald Kinard
d298aa8e0d
sdl2: Restore mouse motion support
2014-03-20 22:37:26 -05:00
Ronald Kinard
4c636123a4
sdl2: Bump up mixer support to SDL2_mixxer
2014-03-20 21:54:02 -05:00
Ronald Kinard
3839c2fd58
sdl2: Zero out buffer on sound callback
2014-03-20 20:07:50 -05:00
Ronald Kinard
40de8ea630
sdl2: Make -win toggle cvar instead of disabling fullscreen
2014-03-20 17:48:10 -05:00
Ronald Kinard
ad1b9f93c8
sdl2: Fix changing between fullscreen/windowed
2014-03-20 17:26:07 -05:00
Sryder13
24681013d1
Opaque translucent midtextures
...
Fixed translucent midtextures being opaque when there were multiple
lights in a sector.
2014-03-20 20:34:56 +00:00
Sryder13
dd16f58e38
OpenGL Skybox
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OpenGL skyboxes.
Slight change to sky vertical offsetting.
2014-03-20 20:13:15 +00:00
Sryder13
7aa960d6d5
Software Cropped Patches
...
Fixed the stupid error I made that was causing software to not draw
cropped patches.
2014-03-20 10:29:53 +00:00
Ronald Kinard
beb2672f40
sdl2: fix mode changing
2014-03-20 02:26:02 -05:00
Ronald Kinard
559c7ceb4d
sdl2: aspect correction in fullscreen, clear on blit
2014-03-20 02:14:03 -05:00
Ronald Kinard
3b137d094a
sdl2: support windowed fullscreen as default
2014-03-20 02:08:45 -05:00
Ronald Kinard
715a12ff08
sdl2: support all windowed mode resolutions
2014-03-20 01:09:52 -05:00
Ronald Kinard
5273989dcd
sdl2: restore keyboard input
2014-03-19 20:19:31 -05:00
Ronald Kinard
63e47c1f0e
sdl2: it works
2014-03-19 19:55:07 -05:00
Ronald Kinard
cb55317533
sdl2: fix memory detection on 64-bit linux
2014-03-19 19:54:47 -05:00
Sryder13
2b80874646
MD2's replacing skinned mobj fix
...
MD2's that replace mobjs that have a skin, but the skin doesn't have an
MD2 now display.
2014-03-19 23:40:02 +00:00
Ronald Kinard
0fb3e3e568
sdl2: remove unsupported platform-specific folders
2014-03-19 18:24:23 -05:00
Ronald Kinard
648a91adec
remove hi-res filters
2014-03-19 18:21:53 -05:00
Ronald Kinard
c282fe9dec
i_video.c: remove old cruft and dead code
2014-03-19 18:15:58 -05:00
Sryder13
ba0c93d814
MD2 & Patch drawing fixes
...
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Ronald Kinard
89cfb674d9
Stub out unfinished implementations
2014-03-19 17:52:18 -05:00
Ronald Kinard
2a827a98bb
Initial SDL2 renderer impmlementation work.
2014-03-19 02:31:50 -05:00
Alam Ed Arias
2fed5d1270
SRB2 2.1.3 release
2014-03-18 13:56:54 -04:00
Ronald Kinard
eb70242fd0
Fix -dedicated under sdl
2014-03-17 22:37:56 -05:00
Ronald Kinard
15b177ebbb
Fix state compression for 64-bit hosts
2014-03-17 13:23:16 -05:00
Alam Ed Arias
a03da73115
SRB2 2.1.2 release
2014-03-17 08:13:16 -04:00
Alam Ed Arias
3e0b5ef1cd
SRB2 2.1.1 release
2014-03-15 18:55:07 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00