Alam Ed Arias
6f2cc1498c
appveyor: copy EXE to the Mingw's bin folder, again
2016-05-19 01:06:47 -04:00
Alam Ed Arias
eb6d8f180b
appveyor: copy EXE to the Mingw's bin folder
2016-05-19 01:00:29 -04:00
Alam Ed Arias
dbde012c8d
appveyor: debug unzip/copy lines
2016-05-19 00:53:54 -04:00
Alam Ed Arias
d08418dcff
appveyor: fixup unzipping NASM and UPX
2016-05-19 00:44:01 -04:00
Alam Ed Arias
e8cce0af8d
appveyor: download and install nasm and upx, also debug ccache
2016-05-19 00:37:22 -04:00
Alam Ed Arias
6064da9347
appveyor: fix mistake on naming the build archives
2016-05-19 00:18:40 -04:00
Alam Ed Arias
15969887ec
aapveyor: readded drive letter...
2016-05-18 23:55:30 -04:00
Alam Ed Arias
ded9dd7940
appveyor: add correct ccache folder to cache and add CONFIG to build archive
2016-05-18 23:48:29 -04:00
Alam Ed Arias
6ee81f7b1d
appveyor: fixup cache section
2016-05-18 23:38:36 -04:00
Alam Ed Arias
86f418f312
appveyor: use ccache and try to build both SDL and DD
2016-05-18 23:37:05 -04:00
Alam Ed Arias
6aa1aeb838
build: include own copy of SDL2main
2016-05-18 22:25:06 -04:00
Alam Ed Arias
ef488d2b03
MSVC: link to SDL2main, then SDL2
2016-05-18 21:41:27 -04:00
Alam Ed Arias
7193df7f75
MSVC: turn off SAFESEH for SDL release builds
2016-05-18 21:28:53 -04:00
Alam Ed Arias
ab9f2ea831
MSVC: fixup Debug build linked
2016-05-18 21:11:30 -04:00
Alam Ed Arias
7058baed44
Merge branch 'master' into next
2016-05-18 20:07:27 -04:00
Alam Ed Arias
205d16e3af
added unsaved project changed
2016-05-18 20:05:24 -04:00
Alam Ed Arias
a4b0f89caf
MSVC: fixedup SDL2 build
2016-05-18 20:01:50 -04:00
Alam Ed Arias
d05957e2bb
build: this script needs bash, not ash
2016-05-18 18:16:57 -04:00
Alam Ed Arias
5612d24c32
appveyor: no more need to download SDL2 and SDL2_MIXER SDK
2016-05-18 18:08:32 -04:00
Alam Ed Arias
bbf9f5adc8
Makefile: use built-in SDL2 and SDL2_mixer for Mingw32 and Mingw64
2016-05-18 16:54:55 -04:00
Monster Iestyn
b4cf7fbc97
Fix player 1 and player 2 affecting whether the other can see skyboxes or not
2016-05-18 18:20:56 +01:00
Monster Iestyn
1e50691e08
Remove extern for unused "oncontinuescreen" variable
2016-05-18 17:41:11 +01:00
Alam Ed Arias
f3d0ecbe9d
gitattributes: do not check whitespace for included libs
2016-05-18 10:38:29 -04:00
Inuyasha
ab7af594d9
Merge branch 'nights-hotfix' into 'next'
...
NiGHTS hotfix
Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them
These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.
See merge request !71
2016-05-18 07:09:05 -04:00
Alam Ed Arias
b566036661
libs: include SDL2 and SDL2_mixer
2016-05-18 01:53:35 -04:00
Alam Ed Arias
5aa48cf7ca
fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX
2016-05-18 01:35:35 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
...
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias
9900a290ce
Merge branch 'master' into next
2016-05-16 16:33:05 -04:00
Alam Ed Arias
a12733f480
travis: move mkdir to before_script step
2016-05-16 16:27:41 -04:00
Monster Iestyn
e3dac00aa9
If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
...
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn
ea1cac8e24
Fix NiGHTS drill constantly starting if you're moving sideways on ground
...
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
2016-05-15 22:09:22 +01:00
Monster Iestyn
89ce257248
Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
...
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
2016-05-14 23:57:56 +01:00
Monster Iestyn
f579a12d2c
Fix up more Lua error messages to be more meaningful (and work properly, in some cases)
2016-05-14 23:52:40 +01:00
Monster Iestyn
947e8c56ec
Removed redundant momx/momy assignment from NiGHTS movement code.
...
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Alam Ed Arias
dff64b854a
remove blank lines at EOF of new files
2016-05-13 00:12:51 -04:00
Inuyasha
a595f2369c
fix infinite bounce rings
2016-05-12 13:52:41 -07:00
Monster Iestyn
00516e5e9f
Update comment stating visplane_t size in bytes
2016-05-12 18:02:44 +01:00
Inuyasha
3235351b99
And now Lua yells at you for doing what I just fixed
2016-05-11 14:33:50 -07:00
Inuyasha
fbce35d27e
cast P_Random(Key/Range) PRNG calls to INT64 to preserve old behavior
...
(it's still technically "undefined" behavior anyway)
2016-05-11 13:54:40 -07:00
Alam Ed Arias
a529dca69f
SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it
2016-05-10 18:20:14 -04:00
Monster Iestyn
70a72baabc
Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way
2016-05-10 20:19:42 +01:00
Alam Ed Arias
d89890ff85
tables: slipts the loops tables into diff files
2016-05-10 10:54:59 -04:00
Alam Ed Arias
be0c062c5b
Precache: fix off by one, making the precache code write into memory it should not be touching
2016-05-09 20:10:14 -04:00
Alam Ed Arias
d9298edec1
build: this script needs bash, not ash
2016-05-09 20:08:35 -04:00
Inuyasha
a9be5ba867
fixed memory issues Alam running valgrind found
2016-05-08 20:34:43 -07:00
Inuyasha
987f65fde8
Merge branch 'demo-replay-fixes' into 'next'
...
Demo replay fixes
Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668 ), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)
See merge request !66
2016-05-07 06:17:39 -04:00
Inuyasha
6db957c9ed
Merge branch 'analog-netgame-camera-fix' into 'next'
...
Fix F12ing an analog player changing cam_rotate
I didn't test this but it looks like it would work. Idk.
See merge request !70
2016-05-07 06:06:06 -04:00
Nipples the Enchilada
fe20a35aee
Disable camera rotate buttons if you aren't viewing yourself
...
They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Inuyasha
1c81f192d8
it isn't settled until you add in the deprecation warning
2016-05-06 21:52:00 -07:00
wolfy852
5e50a51386
[2.1.15] Restore backwards compatibility for tan()
...
DO NOT MERGE THIS INTO THE INTERNAL REPO. This is a temporary 2.1.15 only fix. This commit allows an optional boolean for tan(), which when true will automatically shift angles by ANGLE_90.
2016-05-06 17:48:28 -05:00