This allows tag lists, gravity, weather, and the "CheckFor" vars to be initialised before running P_LoadThings or P_ResetDynamicSlopes, in case they could affect mobj spawning or cause a netgame desync somehow by carrying over the previous level's values
DrawFill made not stupid
made it more consistent with other drawing functions; doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
See merge request !173
Polyobject checksight fix
This branch fixes how polyobject lines apparently stop objects from "seeing" other objects behind them; the relevant code now checks the polyobject's top and bottom too! This is relevant for enemies trying to get you, Homing attack, Fang's gun, etc etc.
Can't say if it's perfect or not, but it's a definitely an improvement over what happened before, anyhow.
See merge request !86
No doubling texture heights plz
If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway).
srb2win-nodoubletexheight.exe can be found in my FTP folder.
See merge request !85
First person HUD drown numbers fix
This branch fixes the following issues with the first person HUD when drowning:
* "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0
* SF_MACHINE's special drowning numbers from 3rd person not being used
See merge request !80
MI hardcode stuff
A branch where I hardcode some of the various SOCs in patch.dta and some of our external files
Stuff hardcoded in this branch (so far)
* The contents of SOC_PITY from patch.dta
* The contents of SOC_XMAS from patch.dta
* The big gargoyle for DSZMaster-n1.wad
I've made a subfolder called "mi-hardcode" in my FTP folder for files you'll need for testing:
* srb2win-mihardcode.exe is an exe I compiled for this branch
* An edit of patch.dta with SOC_PITY and SOC_XMAS removed, this can be the new patch.dta once merged in
See merge request !84
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.
Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.