Commit graph

1575 commits

Author SHA1 Message Date
Monster Iestyn
6e21059713 Eat unprintable keys too, since there's no reason to feed them to G_Responder anyway when the console is open 2018-02-23 20:08:02 +00:00
Monster Iestyn
fb3e78c020 Make CON_Responder eat Ctrl+key combos that have no effect, instead of passing the key on to G_Responder 2018-02-20 17:06:03 +00:00
Steel Titanium
36d1259ceb Removed some redundant checks 2018-02-17 00:37:17 -05:00
Steel Titanium
d921f26e54 Don't init the sound system on dedicated servers 2018-02-17 00:01:42 -05:00
LJSonik
d1e3275c78
Merge branch 'master' into minor-net-command-fixes 2018-02-14 21:07:10 +01:00
Louis-Antoine
bd2334dd93 Fix SV_StopServer not calling D_Clearticcmd correctly 2018-02-14 21:00:55 +01:00
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
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
Steel Titanium
0cc4b8d6db Smoother MD2 interpolation 2018-02-06 14:50:08 -05:00
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
Alam Ed Arias
82f2f2f2f9 SDL: disable check for noreturn 2018-01-04 14:29:29 -05:00
Alam Ed Arias
1ab5273400 Merge branch 'master' into next 2017-12-27 19:34:28 -05:00
Alam Ed Arias
f647989433 MSVC: set SubSystem on DLLs to Windows 2017-12-27 19:32:38 -05:00
Monster Iestyn
d937f6fc8b Merge branch '2.1.20-preparation' into 'next'
2.1.20 preparation

See merge request STJr/SRB2!215
2017-12-27 16:53:43 -05:00
Monster Iestyn
5400beb2e3 Merge branch 'master' into next 2017-12-27 21:51:11 +00:00
Monster Iestyn
afcdb5cd1e Merge branch 'restartaudio' into 'master'
Add command to restart the audio system

Closes #27

See merge request STJr/SRB2!214
2017-12-27 16:47:50 -05:00
Steel Titanium
875446295b Remove redundant !dedicated check 2017-12-27 16:36:57 -05:00
Alam Ed Arias
f9388eab1b Merge branch 'master' into next 2017-12-27 15:50:31 -05:00
Monster Iestyn
fa507ee939 Merge branch 'respawnspecials-mobjtype-hotfix' into 'next'
P_RespawnSpecials mobj type hotfix

See merge request STJr/SRB2!217
2017-12-27 15:47:44 -05:00
Monster Iestyn
a87eec89ff Merge branch 'airbob-fix-backport' into 'next'
Airbob fix backport

See merge request STJr/SRB2!219
2017-12-27 15:46:39 -05:00
Steel Titanium
3856165623 Indentation cleanup 2017-12-27 13:18:20 -05:00
Alam Ed Arias
f397b5fc3f Makefile: disable win_dbg for DirectDraw 2017-12-26 20:42:37 -05:00
Alam Ed Arias
a29203acd8 Disable win_dbg 2017-12-26 20:24:08 -05:00
Alam Ed Arias
e2b604fdfd TCP: remove BADSOCKET 2017-12-26 19:56:50 -05:00
Monster Iestyn
6886a29e99 Merge branch 'master' into next 2017-12-24 20:06:33 +00:00
toasterbabe
a1620b709e Fix airbob sectors fucking up when below 0 z-height. 2017-12-20 21:13:24 +00:00
toasterone
ff745531b0
Merge branch 'master' into addfile-netgame-fixes 2017-12-20 20:58:45 +00:00
Monster Iestyn
d576453b56 Command_Addfile: add "too many files" and already-loaded checks and respective error messages
No more shall the server be kicked from their own servers for re-adding a wad by accident!
2017-12-18 21:17:37 +00:00
LJSonik
36ce6579b7
Merge branch 'master' into download-freeze-fix 2017-12-18 21:39:16 +01:00
Louis-Antoine
47481804da Merge branch 'download-freeze-fix' of https://github.com/LJSonik/SRB2 into download-freeze-fix 2017-12-18 21:38:10 +01:00
Louis-Antoine
c8e9e779e7 Add a short comment to explain the newplayernum hack 2017-12-18 21:35:02 +01:00
Alam Ed Arias
57a7a3bed8 Merge branch 'master' into next 2017-12-17 22:22:57 -05:00
LJSonik
084a534f6a
Merge branch 'master' into download-freeze-fix 2017-12-17 22:48:13 +01:00
LJSonik
9c7ff6e0c3
Merge branch 'master' into resynch-fixes 2017-12-17 22:47:23 +01:00
Monster Iestyn
c7cd64583d Added a bunch of I_Asserts to lua_hooklib.c relating to mobj types just in case 2017-12-17 20:59:24 +00:00
Monster Iestyn
ec10367856 Bail out of P_RespawnSpecials if no mobjinfo entry has a doomednum that matches, and print a warning to the console.
This prevents a mobj of NUMMOBJTYPES from being created and potentially crashing the game. Really, this happens only if you start messing with the mapthings of respawning items like rings/weapons/etc in the first place via Lua.
2017-12-17 20:57:45 +00:00
Alam Ed Arias
baf227175b Merge branch 'master' into next 2017-12-16 18:16:15 -05:00
Alam Arias
703c5322d4
Merge pull request #212 from SteelTitanium/window_center_fix
Fix for window being offcenter
2017-12-16 18:15:00 -05:00
Alam Ed Arias
bd86f98822 Merge branch 'master' into next 2017-12-16 16:07:31 -05:00
Louis-Antoine
4ea5d2df01 Merge branch 'net-archive-fix' of https://github.com/LJSonik/SRB2 into net-archive-fix 2017-12-15 22:06:03 +01:00
Louis-Antoine
beb9b0f103 Return for both players and mobjs if they've got an empty table, instead of just mobjs 2017-12-15 22:02:34 +01:00
LJSonik
b994180927
Merge branch 'master' into net-archive-fix 2017-12-15 20:07:44 +01:00
Louis-Antoine
0b836a9841 Fix missing lua_pop in ArchiveExtVars 2017-12-15 16:31:27 +01:00
Monster Iestyn
ac3fef15eb Rob is now in charge of Mod IDs, change MODID comment in doomdef.h to reflect this 2017-12-13 19:07:02 +00:00
Louis-Antoine
4e89c03b0f Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à$%@ 2017-12-12 23:08:18 +01:00
Louis-Antoine
16b8265c6e F stands for Fun. You want more Fun, don't you? 2017-12-12 22:48:08 +01:00
Steel Titanium
e61549d81f Opps, forgot to change this. 2017-11-08 14:50:27 -05:00
Steel Titanium
55c86f3e15 Successful attempt at restarting the music 2017-11-08 14:48:05 -05:00
Monster Iestyn
7cb0138293 Change version number to 2.1.20 2017-11-08 15:06:42 +00:00
Steel
dbbbc1cc06
Merge branch 'master' into window_center_fix 2017-11-08 00:32:23 -05:00
Steel Titanium
c1405137ec Extra tab space to make the compiler happy 2017-11-07 23:48:03 -05:00
Steel Titanium
4f8b91c770 Attempt to restart music 2017-11-07 16:26:45 -05:00
Louis-Antoine
67aba2648c Fix download freezes (well, most of them) 2017-11-03 22:58:47 +01:00
Monster Iestyn
d61105fcce Merge branch 'master' into next 2017-11-01 18:36:48 +00:00
Monster Iestyn
2b1fb67a5f DrawMD2i: change duration and tics to INT32, fix up any related code 2017-10-30 19:12:51 +00:00
Steel Titanium
97445f941a Add command to restart the audio system 2017-10-29 01:09:34 -04:00
Steel Titanium
799a819ee9 Merge remote-tracking branch 'upstream/master' into window_center_fix 2017-10-29 00:00:11 -04:00
Alam Ed Arias
6a639dd717 Merge branch 'master' into md2-interpolation-fix 2017-10-28 18:47:20 -04:00
Alam Ed Arias
d2f922a981 Merge branch 'master' into next 2017-10-28 18:46:10 -04:00
Alam Ed Arias
cf10b55be0 Win32: pragma hell 2017-10-28 18:39:42 -04:00
Alam Ed Arias
3ecc304332 Win32: just ignore format overflows 2017-10-28 18:33:47 -04:00
Alam Ed Arias
0250040a5b Win32: all fails of DD and try more to stop format-overflow errors 2017-10-28 18:24:07 -04:00
Alam Ed Arias
a4072260db Win32: try to fix up CD printf code 2017-10-28 18:13:59 -04:00
Alam Ed Arias
ce40c00b7a Build: do not error on FALLTHURs 2017-10-27 19:49:55 -04:00
Monster Iestyn
0cc8fbdb4e Don't use interpolation code if the frame lasts instantaneously or infinitely
Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it

Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
2017-10-24 20:45:55 +01:00
Alam Ed Arias
96c014deeb Merge branch 'master' into next 2017-10-07 12:44:28 -04:00
Alam Ed Arias
1b576bacf3 Build: support GCC 8 2017-09-30 23:07:47 -04:00
Alam Ed Arias
6fbdf37b18 Build: support building with clang 5.0 2017-09-30 08:54:17 -04:00
Monster Iestyn
ea372fae53 Merge branch 'master' into next 2017-09-29 17:15:57 +01:00
Monster Iestyn
c90ddbca36 Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
Makefile ports tweaks cleanup etc

See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
6c18d15b4a Merge branch 'master' into next 2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1 Build: fixup warnings in Debug builds 2017-09-28 16:54:26 -04:00
Alam Ed Arias
ec125628ab Merge branch 'master' into next 2017-09-28 10:16:35 -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
Alam Ed Arias
62264901e5 Merge branch 'master' into next 2017-09-20 17:18:58 -04:00
Monster Iestyn
829328637d Merge branch 'netcode-fixes-the-sequel' into 'next'
Netcode fixes the sequel

See merge request !207
2017-09-20 15:00:09 -04:00
Monster Iestyn
7f875131ee If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
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
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
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
Sryder13
f3a605de6b I need to stop leaving things commented out that are going 2017-09-15 18:03:06 +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
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)
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
Sryder13
db99537a6b Various Transparent Texture Fixes
Draw Textures and Flats that have holes in them like a solid polygon so they use the depth buffer and don't need to be sorted
Disable all linear filtering on textures and flats that have holes in them, the linear filtering introduces translucency into the textures where the edges are. Leaving them with either a black border, or causing pixels behind the slightly translucent areas to not be drawn. Doesn't apply to sprites and the HUD as they are always already sorted properly.
Make the Alpha Testing more strict on non-translucent blend modes. This makes it so any transparency below 0.5 is discarded instead. Would make anything that is blended and has holes in it look slightly better, only the HUD and MD2s where the texture has holes are effected currently.
Set TF_TRANSPARENT on flat texture flags when there are holes in the texture.
Minor fix to make sure MD2s always set the right blend mode
2017-09-09 00:44:13 +01:00
Sryder13
6877930ed9 Go through and draw MD2s and sprites at the same time so they are sorted from each other (mostly) correctly 2017-09-08 00:57:21 +01:00
Monster Iestyn
d565cc6a2c Merge branch 'master' into next 2017-09-04 20:16:06 +01:00
Monster Iestyn
50917d2ee2 P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly. 2017-08-30 19:21:23 +01:00
Monster Iestyn
9c4e2eeeef Merge branch 'next' into netcode-fixes-the-sequel 2017-08-23 19:17:25 +01:00
Monster Iestyn
36977a5eda SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
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
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)
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
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Yukita Mayako
720987367a Prevent cvar naming conflicts from pointing Lua to the wrong internal data. 2017-08-08 14:27:02 -05:00
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
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
821692fbf7 This was my fault, whoops 2017-07-24 17:53:18 +01:00
Monster Iestyn
6e5cffba5b Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
Monster Iestyn
2350e94a9f Merge branch 'master' into next 2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85 Fix whitespace goofup of mine 2017-07-09 15:08:17 +01:00
Monster Iestyn
f0ffd691f4 Merge branch 'master' into next 2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1 Merge branch 'pwease_no_kicky' into 'master'
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:
*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
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
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!
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
298c1af045 Merge branch 'lua-archive-value-fix' into 'next'
Lua archive value fix

This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.

See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
c751971d57 Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6 Fix the springs jumping!
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Alam Ed Arias
1111282908 Merge branch 'master' into next 2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
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
44f33e6732 Merge branch 'touching_fixes' into 'next'
Fixes with respect to sector special touching and slopes

Some important stuff.

* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.

Also, an experiment behind a #define which currently isn't turned on:

* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.

See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d Merge branch 'polyobject-seg-render-fix' into 'master'
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
Monster Iestyn
abf92e965c Merge branch 'ping-fix' into 'next'
Ping-related code fix

Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.

I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.

See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770 Merge branch 'ld414-invalid-sound-fix' into 'next'
Ld414 invalid sound fix

This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.

See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2 Fix PlayerSpawn hook not being called if the player is respawned at a starpost 2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b Scale should be fixed_t not UINT16!
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
318d5656b5 Keeping a total of thinkers saved/loaded and print the total in netplay devmode
Not a fix for anything, probably just useful for debugging
2017-06-12 17:55:15 +01:00
Monster Iestyn
02c098574c ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case 2017-06-10 17:09:08 +01:00
Monster Iestyn
bae55a3af4 Don't display "x set to y" messages twice in the debugfile for consvars with CV_SHOWMODIFONETIME/CV_SHOWMODIF
(can't think offhand when those flags are actually used, but oh well)
2017-06-10 16:36:52 +01:00
Monster Iestyn
b9828f78e8 Fix stupid lack of newline with this message 2017-06-09 23:22:27 +01:00
Monster Iestyn
12266e0f85 Set ack and ackreturn to 0 for local packets always
This won't really have any in-game effect, this is just so the debugfile doesn't display the ack values of the PREVIOUS sent/got packet
2017-06-09 23:15:41 +01:00
Monster Iestyn
1119ffab0f Merge branch 'master' into next 2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93 Fix invalid sfx numbers supplied to linedef type 414 crashing the game
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
Monster Iestyn
c3c85bb4d2 Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
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)
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
Monster Iestyn
2e42c9621c Eck, potted another node/player confusion for clients reciving PT_PING 2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0 Merge the two NEWPING parts of NetUpdate into one block 2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d Fix confusion between nodes and players in ping updating code and PT_PING packet sending code 2017-06-01 19:01:57 +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
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
Yukita Mayako
9f3fda37b0 Merge branch 'next' into hotfix_thinkers.iterate 2017-05-28 15:07:20 -05:00
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'
Update to v2.1.19

It should says what on the tin.

See merge request !190
2017-05-27 20:24:45 -04:00
Yukita Mayako
e192c5be4d Merge branch 'next' into hotfix_thinkers.iterate 2017-05-27 15:45:13 -05:00