Monster Iestyn
166fafd717
Fixed div-by-zero crash relating to portals, drawsegs and midtextures
...
Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Alam Ed Arias
bac39b1bc0
debian: untested update for Debian packages
2016-02-06 12:31:44 -05:00
Alam Ed Arias
e9048aec48
travis: premake the cache folder
2016-02-05 23:22:06 -05:00
Alam Ed Arias
6d26a60cbe
travis: cache 7z SFX
2016-02-05 23:19:38 -05:00
Alam Ed Arias
7c1f1d9c8e
travis: compile with warnings as errors, skip absolute-value warnings
2016-02-05 22:54:50 -05:00
Alam Ed Arias
07fc74eaf5
clang: fixup a few clang warnings
2016-02-05 22:38:40 -05:00
Alam Ed Arias
68054a49e3
clang: cleanup
2016-02-05 22:32:14 -05:00
Alam Ed Arias
f4886657c1
clang: fixup a few clang warnings
2016-02-05 22:12:12 -05:00
Alam Ed Arias
864baeda05
cmake: fixed up to handle Clang and AppleClang
2016-02-05 21:49:24 -05:00
Alam Ed Arias
4d5f16330a
travis: just run make
2016-02-05 21:33:00 -05:00
Alam Ed Arias
a979e37586
travis: no space on 7z command
2016-02-05 21:28:19 -05:00
Alam Ed Arias
ae75e3ee61
travis: mkdir , not make and cache the cccahe
2016-02-05 21:21:28 -05:00
Alam Ed Arias
e913ca0ca6
travis: use wget and create cache folder
2016-02-05 21:15:32 -05:00
Alam Ed Arias
59d111b17d
travis: restore missing config?
2016-02-05 21:11:00 -05:00
Alam Ed Arias
152c106cbd
travis: restore language
2016-02-05 21:09:14 -05:00
Alam Ed Arias
b6cc13fd2e
travis: drop test
2016-02-05 21:07:46 -05:00
Alam Ed Arias
a743f155ac
travis: addd libgme to list
2016-02-05 21:00:46 -05:00
Alam Ed Arias
5e5c73fe18
travis: add SRB2 2.1.14 files
2016-02-05 20:50:35 -05:00
Alam Ed Arias
0bd16a5a0c
travis: drop osx
2016-02-05 19:30:03 -05:00
Alam Ed Arias
45b181f889
travis: switch to trusty for linux os
2016-02-05 19:26:59 -05:00
Alam Ed Arias
522d2049de
travis: add cmake 3.x package
2016-02-05 19:08:02 -05:00
Alam Ed Arias
1444067560
travis: use the correct packages
2016-02-05 18:50:02 -05:00
Alam Ed Arias
0003cea547
travis-ci: we need sudo
2016-02-05 18:43:18 -05:00
Alam Ed Arias
69937b41d2
travis: simple build config
2016-02-05 18:39:06 -05:00
Alam Ed Arias
662d40511d
travis: let start building with travis
2016-02-05 18:02:36 -05:00
Monster Iestyn
9973bedd5f
Free the memory of all clipping arrays for each portal properly
...
Not the actual fix I'm intending to make with this branch, but it's needed anyway
2016-02-05 16:38:33 +00:00
Inuyasha
5320424269
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:09:08 -08:00
Inuyasha
c05c43cfee
Merge branch 'monster-misc' into 'master'
...
Monster Iestyn's Miscellaneous (netplay-compatible) changes
Just cleaning up some unused or unnecessary things left in the source code, see the commits for exact changes made if you like.
May add more stuff to this branch later, there's no rush really.
See merge request !39
2016-02-03 21:06:57 -05:00
Inuyasha
84fb4d108a
Merge branch 'diagonal-spring-rings-tweak' into 'next'
...
Diagonal spring rings tweak
If you didn't know before, those special placement ring lines for diagonal springs only use multiples of 45 for their angles in-game. In other words, they only face any of the 8 basic cardinal directions (N, S, E, W, NE, NW, etc). Considering that springs themselves don't follow the above behaviour, you can probably work out that's a bad thing.
This branch changes that of course, if you couldn't guess from context. Diagonal spring rings can now be placed with any angles like most thing types already could!
See merge request !37
2016-02-03 21:05:44 -05:00
Inuyasha
f17be6641e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-03 18:00:28 -08:00
Monster Iestyn
0455b572dc
Removed weird test for water planes in HWR_Subsector
...
It crashes when you try to test it anyway, lol
2016-02-03 17:58:44 -08:00
Alam Ed Arias
236170ea37
Merge branch 'master' into next
2016-01-31 20:30:53 -05:00
Alam Ed Arias
2b41a40076
appveyor: no quote?
2016-01-31 20:25:32 -05:00
Alam Ed Arias
ee75abf8ff
Merge branch 'master' into next
2016-01-31 20:15:22 -05:00
Alam Ed Arias
937c8f936b
appveyor: updated to GCC 5.3
2016-01-31 20:15:10 -05:00
Monster Iestyn
d1b89c9320
Quick fix for another drawer lib function while I'm here, cough
2016-01-31 22:52:02 +00:00
Monster Iestyn
04528eb3e6
<Inuyasha> MonsterIestyn: what about render_none?
2016-01-31 22:15:17 +00:00
Monster Iestyn
dafe0ccd11
Added v.width(), v.height() and v.renderer() to Lua's drawer/video library
2016-01-31 21:53:14 +00:00
Monster Iestyn
2e58f6c4d9
Fixed that odd bug where PolyObjects sometimes leave a vertex or two in their control sectors
...
Turns out the seg-searching code falsely assumed it'd find frontfacing segs first, who knew?
2016-01-31 13:05:30 -06:00
Monster Iestyn
2d94b2a85f
keys.h doesn't need to be included twice here lol
2016-01-31 17:10:57 +00:00
Monster Iestyn
deb958a796
Remove unused "INVERSECOLORMAP" macro
2016-01-31 17:06:03 +00:00
Monster Iestyn
9e29b69a29
Remove unused "firstnewseg" variable
2016-01-31 16:49:04 +00:00
Monster Iestyn
8b56cd76c7
doomtype.h tweaks
...
some of the mess in here really bothers me
(cherry-picking this commit of mine from next since it only fixes a small oversight with compiling and adds a comment)
2016-01-31 15:08:16 +00:00
Monster Iestyn
cd198d6809
merge SOC_****, MAINCFG and OBJCTCFG searches into one big search for any of them
...
This makes it so that it doesn't matter what order you place SOC lumps within a WAD... relative to other SOC lumps at least, anyway
2016-01-30 17:19:05 +00:00
Monster Iestyn
5cae87430f
Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names
2016-01-30 16:39:55 +00:00
Inuyasha
e49f531ba1
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-29 18:27:33 -08:00
Alam Ed Arias
82bfce7683
Merge remote-tracking branch 'magicgirl/master'
2016-01-29 20:29:28 -05:00
Inuyasha
e6f0a4be18
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-01-29 16:01:57 -08:00
Inuyasha
f500986692
use RGB for screen texture, not RGBA
...
the screen texture does not need an alpha channel.
the fact that it had one made OGL copy the topmost pixel of the screen texture's alpha channel.
which, naturally results in the screen becoming partially transparent and letting you see the working texture in the background.
2016-01-29 16:01:05 -08:00
Alam Ed Arias
deca16f923
appveyor: let use short commits
2016-01-29 18:38:41 -05:00