Monster Iestyn
bd7ced9363
Merge branch 'master' into hardcoding-time-again
2018-02-14 16:24:05 +00:00
Alam Ed Arias
306cbc43e2
Merge branch 'public_next' into private
2018-02-14 10:34:36 -05:00
Alam Ed Arias
99552c2ba2
Merge branch 'master' into next
2018-02-14 10:29:24 -05:00
Alam Arias
4cbe2e1622
Merge pull request #231 from LJSonik/net-command-leak-fix
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Fix net commands not always being freed
2018-02-14 10:28:32 -05:00
Louis-Antoine
c7320f9f82
Don't allocate memory for net commands already executed, as it would cause them to be never freed
2018-02-14 15:09:52 +01:00
Monster Iestyn
df95e2175f
Merge branch 'master' into hardcoding-time-again
2018-02-13 21:21:30 +00:00
Monster Iestyn
e98a11afd0
Merge branch 'file-loading-cleanup' into 'master'
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File loading cleanup
See merge request STJr/SRB2Internal!129
2018-02-13 16:18:55 -05:00
Monster Iestyn
49b8fd6d67
Don't attempt to load the "Lua/" or "SOCs/" folder lumps themselves as Lua/SOC lumps
2018-02-13 21:12:42 +00:00
Louis-Antoine
490f5beb89
Do not prevent all net commands for the current tic from being executed because of an unkown net command ID
2018-02-13 17:53:18 +01:00
toasterbabe
7018ce925b
Fixed the strengths going in the wrong direction of transparency in GL!
2018-02-12 21:31:03 +00:00
toasterbabe
b69cbd85b9
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-02-12 18:59:01 +00:00
toasterbabe
da3f8ceb8d
* Move the non-mapping drawFill out of the source code function and into the Lua interface.
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* Add a drawFill fallback for COLORMAP too.
* Correct a few index mishaps.
2018-02-12 18:23:57 +00:00
toasterbabe
c1b48ea79f
* Total overhaul of V_DrawFadeScreen(color, strength!
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- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
Monster Iestyn
8556a05668
Fix SOC/Lua loading messages to display full names or even display at all (for PK3s at least), and otherwise some cleanup of existing code for the messages.
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Also, I moved lua_lumploading on/offing to LUA_LoadFile.
2018-02-09 22:43:08 +00:00
Monster Iestyn
bf88407d00
Make sure both software and OpenGL ignore patches that are completely out of a multi-patch texture's bounds.
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This fixes OpenGL in particular crashing because of such a weird situation.
2018-02-09 17:23:35 +00:00
Monster Iestyn
fe2fd432e8
Merge branch 'stopleakingnames' into 'master'
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Stop leaking names via metadata.
See merge request STJr/SRB2!223
2018-02-08 16:14:15 -05:00
Monster Iestyn
f12530a39f
Merge branch 'master' into hardcoding-time-again
2018-02-08 20:33:17 +00:00
Monster Iestyn
b533d36143
Merge branch 'master' into file-loading-cleanup
2018-02-08 20:32:59 +00:00
Monster Iestyn
b1695de124
Merge branch 'public_next'
2018-02-08 20:31:53 +00:00
Monster Iestyn
c42c70cb34
Merge branch 'playdemo-custom-home-fix' into 'next'
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Fix for "playdemo" not working with custom home paths
See merge request STJr/SRB2!221
2018-02-08 15:29:39 -05:00
Monster Iestyn
b898dc397d
Merge branch 'lua-archive-crash-hotfixes' into 'next'
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Hotfix for "LUA PANIC" crash when joining a netgame
See merge request STJr/SRB2!222
2018-02-08 15:29:20 -05:00
Monster Iestyn
fbceca1312
Merge branch 'general-sky-fixes' into 'master'
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General sky fixes
See merge request STJr/SRB2Internal!132
2018-02-08 13:41:57 -05:00
Monster Iestyn
fbd4ce1d47
optimised R_ExpandPlane too
2018-02-07 18:11:32 +00:00
Monster Iestyn
efe9204f78
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
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Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Steel Titanium
0cc4b8d6db
Smoother MD2 interpolation
2018-02-06 14:50:08 -05:00
Monster Iestyn
493af49a00
Correct backwards skies for OpenGL too
2018-02-03 21:39:36 +00:00
Monster Iestyn
33a538383f
Added proper support for upside-down thok barriers, in both renderers
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Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
0dc867c05e
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
2018-02-03 18:30:49 +00:00
Monster Iestyn
ecf2eed37f
Pushing all my work to make OpenGL consistent with my changes to software's sky so far
2018-02-01 22:04:04 +00:00
toasterbabe
5adfdf9516
cv_playername already has a valid default value of "Sonic". We do NOT need to expose things like this.
2018-01-30 22:48:53 +00:00
toasterbabe
8090ea4ed0
Stop leaking names.
2018-01-30 21:25:28 +00:00
Monster Iestyn
9e4c985d70
some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
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(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn
7d150485c9
More sky fixes for software:
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* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn
5c70d6e6ca
Fix skies in software being displayed backwards
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(I'll get round to OpenGL later)
2018-01-27 19:29:41 +00:00
Monster Iestyn
f6c740840a
Move sky plane-drawing code from R_DrawPlanes to a new function called by R_DrawSinglePlane
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This potentially allows FOFs and polyobjects to display sky flats on them properly, unless skyboxes are involved in which case they'd fail either way
I also updated or added comments to some places of the sky drawing code and related where useful
2018-01-27 19:18:17 +00:00
toasterbabe
eba0978a00
RIP smiles
2018-01-24 02:07:30 +00:00
toasterbabe
ab0296d1c1
Added a failure animation if you don't get the emerald. https://cdn.discordapp.com/attachments/402861856219463681/405477752972509185/srb20004.gif
2018-01-23 23:13:56 +00:00
toasterbabe
dd3b39089f
* Improve the rendering of emerald coinboxes.
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* Make emeralds fall onto the end tally. https://cdn.discordapp.com/attachments/400761370800422922/405122775272128512/srb20003.gif
2018-01-22 23:29:57 +00:00
Monster Iestyn
c0bb511c1f
Hardcoded LUA_THZT from THZ1.wad, giving us the funny-looking steam whistle tree
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This concludes hardcoding of scenery items for THZ
2018-01-22 18:41:14 +00:00
toasterbabe
dca107f630
* Update V_DrawCroppedPatch and V_DrawFill to support V_PERPLAYER.
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* Fix some mistakes in the comments for v_video.h.
2018-01-21 12:56:38 +00:00
toasterbabe
373bb329a2
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-01-20 22:18:16 +00:00
toasterbabe
2141754e54
V_PERPLAYER. (Hooh boy.)
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* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
2018-01-20 22:14:24 +00:00
Monster Iestyn
0f99fdadd1
Merge branch 'next' into lua-archive-crash-hotfixes
2018-01-20 21:33:03 +00:00
Monster Iestyn
fa3998e942
Some fixes to prevent bad table key types causing Lua panic errors for joining players in netgames:
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* ArchiveTables: print an error if invalid key, to alert script author potentially
* UnArchiveTables: if the key is found to be nil after reading key and value, print an error and don't set them in the table
2018-01-20 21:18:16 +00:00
Monster Iestyn
82ac8b6a1c
Hardcoded SOC_FWR6 from THZ1.wad, also tweaked MT_THZFLOWERB's hitbox
2018-01-19 17:56:18 +00:00
Monster Iestyn
0ef7aff5c0
Prevent SV_SpawnPlayer from being able to freeze the game if gametic is 0. Additionally add a sanity check to prevent the loop going on more than necessary anyway
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This commit fixes -playdemo and -timedemo params for command line, allowing them to actually work again
2018-01-16 15:21:49 +00:00
Monster Iestyn
87aa9175a1
Merge branch 'master' into hardcoding-time-again
2018-01-13 17:49:44 +00:00
Monster Iestyn
f1b8e122a2
Fix missing semicolon
2018-01-12 20:05:09 +00:00
Monster Iestyn
602701d6dd
G_DoPlayDemo: prepend srb2home to the demo name (if an external file) so that demos in custom home paths can be loaded
2018-01-11 16:55:42 +00:00
Monster Iestyn
ddf82949bf
W_IsLumpWad: check if the file is a PK3, so it can bail out if it isn't
2018-01-10 19:13:29 +00:00