toasterbabe
01f3aa5743
Fixed collision for MF_PAPERCOLLISION with respect to diagonals.
2016-11-06 16:46:27 +00:00
toasterbabe
b5a6bfe046
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-11-06 16:03:12 +00:00
Monster Iestyn
05860b2fa1
Ensure file is closed whenever MD2 reading errors happen
2016-11-05 20:51:48 +00:00
Monster Iestyn
b00c680437
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2016-11-05 20:40:48 +00:00
Monster Iestyn
43cdcc94f9
remove commented-out HWRENDER code in V_DrawContinueIcon
2016-11-05 19:54:49 +00:00
Monster Iestyn
795b3aa552
Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway)
2016-11-05 19:54:38 +00:00
Monster Iestyn
2df7d8c4aa
Merge branch 'public_next'
2016-11-05 19:52:27 +00:00
Monster Iestyn
90d82a8358
Merge branch 'next' into public_next
2016-11-05 19:51:57 +00:00
Monster Iestyn
7b9328781f
Merge branch 'master' into next
2016-11-05 19:36:04 +00:00
Monster Iestyn
3bf19a004e
Merge branch 'md2-limits-check' into 'master'
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MD2 vertex/frame/triangle/etc limits checking
Fix for this bug: http://mb.srb2.org/showthread.php?t=42099
The model reading code didn't properly check if the model had too many vertices, so models with higher counts freely broke the game. This fix now stops that and prints an error message if that is the case.
However, it seems some models happily exceed other limits such as texcoords without problem (to my knowledge), so I've not bothered with checking those limits for now. Perhaps this could be a time to discuss if we need to change such limits again or not? Either way, one can easily uncomment my lines for checking texcoords/skins/triangles limits later if needed.
EDIT: I've allowed checking for triangle and frame limits too now, after some discussion.
See merge request !132
2016-11-05 15:20:39 -04:00
Monster Iestyn
8909b7c27b
Change >= to >, I THINK having exactly 4096 vertices is safe?
2016-11-05 17:38:36 +00:00
Louis-Antoine
6f4699fb77
MobjThinker, MobjCollide and MobjMoveCollide hooks are now directly linked to the mobjtype they belong to, so you no longer iterate through all existing hooks.
2016-11-04 18:56:25 +01:00
Inuyasha
55400a262d
go fuck yourself stupid compiler
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...your guesses should not be treated as errors.
2016-11-04 02:02:26 -07:00
Inuyasha
010c52aed2
show highlight BG over ellipses if highlight extends offscreen
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+ bug fixes
2016-11-03 19:36:43 -07:00
Inuyasha
bb92986aee
Merge branch 'console-improvements' of http://git.magicalgirl.moe/STJr/SRB2 into console-improvements
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# Conflicts:
# src/sdl/i_system.c
2016-11-03 17:31:24 -07:00
Inuyasha
e245cdfcbf
Console with moving cursor, selections, etc
2016-11-03 17:30:30 -07:00
Monster Iestyn
efe02e2a42
allow triangle/frame limits too
2016-11-03 22:53:49 +00:00
Monster Iestyn
561a0fe768
Attempt loading of an MD2 only once; if we failed then don't bother again
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This keeps my new error messages from flooding the console and log.txt
2016-11-03 21:06:23 +00:00
Monster Iestyn
2ec972af54
check numVertices, bail out and print error message if there are too many
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I added similar checks for the other num* but it seems some MD2s break the other limits without knowing anyway ...so I've commented these checks out for now, unless we have further discussion regarding them later on
2016-11-03 20:40:17 +00:00
Alam Ed Arias
1f6388a2e0
Fix up Win32 interface code misdeclaration of I_ClipboardPaste()
2016-11-03 14:35:32 -04:00
Alam Ed Arias
8040a68fa0
Clipboard: remove Win32 code for SDL Clipboard API
2016-11-03 14:29:51 -04:00
Alam Ed Arias
f3751828cb
Merge branch 'master' into next
2016-11-03 12:51:48 -04:00
Inuyasha
bb20cfd6be
Clipboard copy/paste testing
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(unfinished, but basics work)
2016-11-03 01:43:57 -07:00
Alam Arias
115b99db0f
Merge pull request #132 from STJr/revert-130-console-and-chat-improvement
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Revert "Chat and console improvements"
2016-11-03 03:36:50 -04:00
STJrInuyasha
b2c71944f6
Revert "Chat and console improvements"
2016-11-03 00:34:15 -07:00
Alam Ed Arias
941df72b6f
Merge branch 'master' into next
2016-11-03 02:06:49 -04:00
Alam Arias
d4ee063c4c
Merge pull request #130 from LJSonik/console-and-chat-improvement
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Chat and console improvements
2016-11-03 02:05:47 -04:00
Inuyasha
c277125fe7
modifier key status made globally accessible
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now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
Inuyasha
8107765677
make console back color use just one section of memory
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let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
2016-11-02 14:26:35 -07:00
toasterbabe
e67f48df83
Forgot to revert the other files.
2016-11-02 20:35:53 +00:00
toasterbabe
7b12820c82
Tweaked P_CheckSolidLava to avoid changing its function signature, and P_CanRunOnWater now supports slopes too.
2016-11-02 20:32:36 +00:00
Louis-Antoine
8b72b553be
Fixed warnings
2016-11-02 20:10:08 +01:00
Louis-Antoine
2d72b2fac6
You can now move the cursor in command prompt and chat, using left/right, ctrl+left/right, home/end, and select text with shift
2016-11-02 19:31:06 +01:00
Alam Ed Arias
67d2211bca
whitespace: cleanup
2016-11-01 15:54:52 -04:00
toasterbabe
d21b091b96
* Slope/gravity support for quicksand complete.
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* Space sector support complete, bounds of drowning now altered slightly.
* Knuckles climb now has symmetrical slope support for both normal and reverse gravity.
* All slope-determining topheight and bottomheight code is now identical in form.
* Camera postimages now support slopes properly.
2016-10-31 22:14:34 +00:00
toasterbabe
d13ca362d6
Quicksand now supports slopes and also reverse gravity.
2016-10-31 21:34:43 +00:00
toasterbabe
04a38a683b
Okay, this is a biggun. Pay attention, everyone.
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Moved the handling of P_PlayerInSpecialSector to P_PlayerAfterThink from P_PlayerThink.
* This allows the player to get hurt on sloped lava surfaces that are moving downwards.
* Also prevents the player from standing on death pits for 1 tic.
* Prevents the player moving 1 extra tic's worth of movement of pain when hit by sector.
* Thankfully, no consequences re conveyors.
* Like, the only consequences I've found have been positive. However, this DOES need to be thoroughly investigated before it can be allowed anywhere near Next itself.
2016-10-31 20:15:11 +00:00
toasterbabe
a2dabd7041
Fixed a bunch of things MI pointed out.
2016-10-31 14:03:53 +00:00
toasterbabe
1bbbe15ee5
Fixed a bug with being able to go under the lava because P_CheckSolidLava doesn't take slopes into account.
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(neither does P_CanRunOnWater, but I don't think it's necessary to make that check more complicated as you probably shouldn't be able to waterrun up steep surfaces anyways)
2016-10-31 13:53:52 +00:00
toasterbabe
1e1a6c32f0
Corrected non-complete set of cases.
2016-10-31 09:34:24 +00:00
toasterbabe
6a2e101ebe
Forcing on triggerspecial_touch for slopes, because pain slopes and it would be a pain to handle this manually.
2016-10-31 00:03:07 +00:00
toasterbabe
2d50dd1fd1
A bunch of fixes that allow for proper handling of triggerspecial_touch. Not perfect, but I don't have any more time to spend tonight.
2016-10-31 00:02:38 +00:00
Monster Iestyn
4d46190418
Merge branch 'public_next'
2016-10-30 19:34:54 +00:00
Monster Iestyn
6e73e2cd97
Merge branch 'next' into public_next
2016-10-30 19:34:29 +00:00
Alam Ed Arias
5fed10913f
Merge branch 'master' into next
2016-10-30 13:02:01 -04:00
toasterbabe
f77c3444a3
Don't use shield abilities after the armageddon's used up!
2016-10-30 14:23:53 +00:00
toasterbabe
6570912b1a
Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next.
2016-10-30 14:09:51 +00:00
toasterbabe
08a4fc8382
Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump.
2016-10-30 14:01:56 +00:00
Alam Arias
51cb45cd4b
Merge pull request #119 from ilag11111/linux64-soundcrash-fix
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Prevent resampling-related crashes on Linux 64-bit
2016-10-29 14:14:41 -04:00
toasterbabe
31d569a15b
No more changing skins when you're in singleplayer and manage to enter a hole in the gamestate defenses!
2016-10-29 18:12:41 +01:00