Alam Ed Arias
0eafaafca1
Travis: drop sdl2_mixer from MacPorts and use SDL 2.0.6
2017-09-28 13:49:57 -04:00
Alam Ed Arias
9adf5f811b
CircleCI: remove blank lines
2017-09-28 11:06:57 -04:00
Alam Ed Arias
1ffdd2e945
Travis: still need to keep -Wno-tautological-compare for GCC 7
2017-09-28 10:15:10 -04:00
Alam Ed Arias
7f98c5c804
Build: do not error on fallthrough
2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d
Build: kill GCC 7's format-overflow warnings
2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a
Makefile: add support for GCC 7.1 and 7.2
2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f
Makefile: support GCC 6.4
2017-09-28 09:04:36 -04:00
Monster Iestyn
533fdcae0a
Merge branch 'custom-savegames-home-path-fix' into 'master'
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Fix save games for a custom mod not saving to custom home folder
See merge request !209
2017-09-20 14:56:39 -04:00
Monster Iestyn
7f875131ee
If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
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Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
Monster Iestyn
2c73c1657f
Restored all missing objs/bin subfolders from the move to Git, held in place by .gitignores
2017-09-17 17:20:51 +01:00
Monster Iestyn
b040113246
Removed the wrong endif by mistake
2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
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Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
2017-09-15 21:22:28 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269
Removed references to console ports and WinCE in sdl/Makefile.cfg
2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba
Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
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I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
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This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770
Fix for window being offcenter
2017-09-11 16:36:30 -04:00
Monster Iestyn
8514251ad5
fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files
2017-09-09 21:19:07 +01:00
Monster Iestyn
017df6cd75
Merge branch 'SDL2_RelMouse' into 'master'
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SDL2: Relative mouse mode
See merge request !206
2017-09-04 15:11:50 -04:00
Monster Iestyn
36977a5eda
SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
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Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
Monster Iestyn
821a1810f7
Moved lrounding of mouse motion events to the actual point an event is made
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Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
Monster Iestyn
10cbe2c82b
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
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Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558
Merge all (relative) mouse motion events into one mouse event
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This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Monster Iestyn
2d661fef18
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
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Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0
SDL: y input is flipped
2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f
Merge remote-tracking branch 'origin/master' into SDL2_RelMouse
2017-08-07 16:33:39 -04:00
Monster Iestyn
2ac566fa85
Fix whitespace goofup of mine
2017-07-09 15:08:17 +01:00
Monster Iestyn
fe3f4f4ed1
Merge branch 'pwease_no_kicky' into 'master'
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Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233
Some more tweaks of my own:
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*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
b291390edf
Merge branch 'sp-tally-non-green-res-hud-fix' into 'master'
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Single Player/Coop tally screen fixes
* The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480:
How it should be:
![](https://dl.dropboxusercontent.com/s/4h86gnm0tvkwjxh/srb20293.png )
How it displays in 2.1.19:
![](https://dl.dropboxusercontent.com/s/awyfupn5wgo40rv/srb20294.png )
How it displays in an exe with the fix:
![](https://dl.dropboxusercontent.com/s/gbstznautbl5f38/srb20295.png )
* The time display at the tally screen no longer limits the minute number to between 0 and 59.
How a time > 60 mins displays normally just before finishing the level:
![](https://dl.dropboxusercontent.com/s/lclonkwfd656t55/srb20296.png )
How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):
![](https://dl.dropboxusercontent.com/s/obv3fq2qeto9uo3/srb20297.png )
See merge request !202
2017-07-07 15:23:51 -04:00
Monster Iestyn
e8df99c632
They didn't use V_HUDTRANS before and they probably shouldn't, my fault here
2017-07-05 22:30:18 +01:00
Monster Iestyn
815d10e15d
Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
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The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
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Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
Monster Iestyn
b37d09df5f
Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
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OpenGL slope FOF lighting fix
This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P
See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
6a0329857d
Merge branch 'polyobject-seg-render-fix' into 'master'
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Polyobject seg render fix
This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.
This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)
See merge request !195
2017-06-22 17:29:01 -04:00
Alam Ed Arias
2bd11120b5
Appvenyor: disable OBJDUMP
2017-06-19 14:17:58 -04:00
Monster Iestyn
32e6bfeaab
Merge branch 'opengl-screenshot-fix' into 'master'
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Fix for screenshots taken in OpenGL with resolution 1366x768
Fix for this bug: https://mb.srb2.org/showthread.php?t=39882 (also reported here: https://mb.srb2.org/showthread.php?p=793077#10 )
This is basically porting GZDoom's own fix for the same issue (I stumbled on a Zandronum thread about the same issue from google images, and one user mentioned GZDoom had fixed it): d31a0b77fd
See merge request !192
2017-06-04 17:20:40 -04:00
Monster Iestyn
c3c85bb4d2
Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
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Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f
wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
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Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
Alam Ed Arias
6847a89bc2
OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X
2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb
OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime
2017-05-29 22:52:51 -04:00
Monster Iestyn
f96844b262
Fix screenshots taken in OpenGL with 1366x768 being messed up
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This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
Alam Ed Arias
2223283208
Merge branch 'next'
2017-05-28 11:37:16 -04:00
Monster Iestyn
0536e1d862
Merge branch 'update-to-v2.1.19' into 'master'
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Update to v2.1.19
It should says what on the tin.
See merge request !190
2017-05-27 20:24:45 -04:00