Commit graph

1344 commits

Author SHA1 Message Date
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
yoshibot
928c6acf4b Simplify OS X bundle resource discovery, fix a sigsegv 2016-05-17 22:56:49 -05:00
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
Inuyasha
604ae7d072 move variable fetching from Lua out of min/max macros 2016-05-05 19:23:46 -07:00
Monster Iestyn
c8cdded81e Multiply downwards thrust on slopes by the actual "gravity" variable. Also account for mobj scale (it affects gravity added in P_CheckGravity, so it makes sense here). 2016-05-05 18:19:06 +01:00
Monster Iestyn
857cd32369 step through light heights too if there is an overflow for a midtexture column 2016-05-05 17:49:57 +01:00
Inuyasha
ce4b5db494 organize conditions in a more optimized way
the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.

it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha
5e8be250a7 fix going under FOFs causing artifacts
i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha
cd877fea1f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-05-05 02:32:29 -07:00
Inuyasha
4274fb7b92 I hate FOFs; attempted to fix extra tall FOFs breaking
Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Wolfy
0549ac270b Merge branch 'toast_credits' into 'next'
One more name in the credits

I probably messed up by making toast_credits based on master instead of next. If that's blocking, just delete this branch and I'll re-do it. It's a single line, though - shouldn't exactly matter so much.

Could probably stand to be merged into Internal as well, since I hadn't actually worked on any textures when we'd updated the credits there.

See merge request !69
2016-05-04 16:25:16 -04:00
toasterbabe
a4a5ac161f One line through selfish methods. Probably works in both Next and Internal. 2016-05-04 20:14:24 +01:00
Inuyasha
bd935a6a5c that should be skin2, not skin 2016-05-04 05:45:18 -07:00
Inuyasha
93a9b0cc84 update patch stuff again.
please don't make me do this again.
2016-05-04 05:43:05 -07:00
Inuyasha
652ddfef9a invalid skins when starting a local game no longer break
see https://mb.srb2.org/showthread.php?t=41370
2016-05-04 03:23:29 -07:00
Inuyasha
460620ff8a Merge branch 'gl-slopes' into 'next'
OpenGL slopes

Exactly what it says on the tin, obviously.

See merge request !68
2016-05-03 19:39:38 -04:00