Commit graph

7175 commits

Author SHA1 Message Date
Inuyasha
e0f5312d13 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music
# Conflicts:
#	src/dehacked.c
#	src/f_finale.c
#	src/lua_baselib.c
#	src/lua_maplib.c
#	src/m_menu.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_setup.c
#	src/p_user.c
#	src/s_sound.c
#	src/y_inter.c
2016-03-03 22:09:24 -08:00
Inuyasha
c956b498c8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
e6f7b8ab26 Merge branch 'version-constants' into 'next'
Version constants for Lua

Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.

See merge request !55
2016-03-03 22:33:36 -05:00
Inuyasha
a8bca89dbd Merge branch 'backport_unslot-music' into 'next'
BACKPORT: removal of music slots

Relevant commits cherry-picked. Basically everything except the internal music track name switches.

See merge request !43
2016-03-03 22:31:21 -05:00
wolfy852
b96de77050 Fix sorting on toaster's name 2016-03-03 20:54:19 -06:00
wolfy852
ad0069676a slope->normal is vector3_t, not vector2_t 2016-03-03 20:47:05 -06:00
Monster Iestyn
560d7d9aae Sideways springs, horizontal hog-launchers, perpendicular plungers...
Call them what you like, they're in the game now
2016-03-03 22:38:06 +00:00
Yukita Mayako
b368936b03 Fix bad logic in LUAh_NetArchiveHook rewrite...
Argh, I knew I was forgetting something! archFunc is the argument to be passed to the hooks, not tables!
2016-03-03 17:30:46 -05:00
Yukita Mayako
9d6e75ae4f Cleanup LUAh_NetArchiveHook prototype mess. 2016-03-03 17:30:10 -05:00
Yukita Mayako
0bdc976d50 Shut up compiler warning. 2016-03-03 17:19:35 -05:00
Yukita Mayako
7ae871c7f8 Fix errenous stack pop.
This function is intended to leave the stack in the same state it recieved it.
2016-03-03 17:19:21 -05:00
Yukita Mayako
0b704ba618 Updated NetArchiveHook to lua_hooklib.c
Fixes I_Assert failure crash due to hooks working differently now.
2016-03-03 17:07:05 -05:00
Monster Iestyn
4f9bb15e4d "Loading SOC from" console message now also displays the name of the SOC_ lump 2016-03-03 18:31:17 +00:00
Monster Iestyn
b3d842e859 Fix accidental copy+paste of o to d and normal in slope_get code 2016-03-03 14:43:42 +00:00
Inuyasha
61a0d1bcd1 don't use lstring
you have space for a null terminator there...
2016-03-03 03:09:35 -08:00
Inuyasha
7349cbdbc0 Backwards compatibility.
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
wolfy852
b0cbc8ab2a Lua slope manipulation stuff!
Warning: Incomplete. Very prone to crashing and I might not have handled some things properly. Use with caution.
2016-03-02 23:47:06 -06:00
Monster Iestyn
668cc85d7b P_ClosestPointOnLine can now (optionally) take custom coordinates that you want to make up your line 2016-03-02 20:31:04 +00:00
wolfy852
ab288a7d1a Allow Lua to read VERSION, SUBVERSION, and VERSIONSTRING constants 2016-03-01 17:48:10 -06:00
Monster Iestyn
eb1c85db48 Merge branch 'slope-fixes' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes 2016-03-01 19:55:48 +00:00
Monster Iestyn
98fd5ca63b Made some FOF-related seg code account for slopes, as requested by some TODOs
The funny thing is you really can't see ANY change here unless you have a sloped FOF intersecting a sector floor/ceiling (and a second FOF on the other side), which has other problems anyway lol
2016-03-01 19:55:13 +00:00
Inuyasha
fc35c8557e Super color code cleaning, speed 50%, nothing special 2016-02-29 01:18:33 -08:00
Monster Iestyn
ffa9a4e056 Removed the removal of SF_SUPER from skins other than Sonic
# Conflicts:
#	src/r_things.c
2016-02-29 01:16:17 -08:00
Inuyasha
e7ff405c52 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/hardware/hw_md2.c
#	src/p_mobj.c
#	src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha
372002d2ad Merge branch 'backport_state-animations' into 'next'
BACKPORT: FF_ANIMATE simplistic state animations

this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.

~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~

See merge request !45
2016-02-29 03:04:00 -05:00
Inuyasha
be642b41e2 Merge branch 'backport_special-stage-fade' into 'next'
BACKPORT: special stage fade

literally a straight cherry-pick of the old repository, this is a very simple change after all.

See merge request !44
2016-02-29 03:02:30 -05:00
Inuyasha
4bb7143967 Merge branch 'fof-flag-change-hotfix' into 'next'
Fof flag change hotfix

This fixes rendering issues caused by changing FOF flags mid-level via Lua or linedef type 445. Everything else that toggles FF_EXISTS already had this fix it turns out.

Not sure if this is safe for master too, could someone check that for me?

See merge request !53
2016-02-29 02:57:47 -05:00
Inuyasha
3a045c4cc9 Fix the green text after reduced pal changes 2016-02-28 23:30:52 -08:00
Inuyasha
e2b3adc04f Randy Heit -> Randi Heit 2016-02-28 18:21:37 -08:00
Inuyasha
fdb4ac5c2e Super color code cleaning, speed 50%, nothing special 2016-02-28 18:19:46 -08:00
Monster Iestyn
4b447b3d0d Don't add polyobjects to a mobj's sector nodes list. This causes the player to teeter whenever they are above the polyobject's bottom, whether or not it is solid
Also, a minor tweak for the teetering code itself, though it looks a right mess and probably should be redone in the future
2016-02-28 18:30:29 +00:00
wolfy852
c3166e40b0 Update names in credits
Same as the commit in internal, minus toaster's name (by request, of course.)
2016-02-27 14:27:14 -06:00
wolfy852
753ee4e42a Update names in credits
Add me and toaster's names, change Shane's by request, and fix Randi Heit's name
2016-02-27 14:13:49 -06:00
Monster Iestyn
c7ba1d1532 Make sure target sector's lightlist is reset whenever FOF flags are changed.
This fixes how removing certain flags (such as FF_EXISTS) from FOFs can cause HOMs on walls bordering their target sectors. Also fixes how the force-FOF-to-vanish linedef special can leave behind the FOF's shadow
2016-02-26 18:11:12 +00:00
Inuyasha
f5ba192f0b remove extraneous va() calls 2016-02-25 23:31:48 -08:00
Alam Ed Arias
2ba90082c3 Merge branch 'next' into gl-slopes 2016-02-26 02:14:00 -05:00
Alam Ed Arias
2b12e5ff20 Merge branch 'next' into backport_unslot-music 2016-02-26 02:11:29 -05:00
Alam Ed Arias
07d331676b Merge branch 'next' into slope-fixes 2016-02-26 02:09:03 -05:00
Alam Ed Arias
77dc27d070 Merge branch 'next' into backport_state-animations 2016-02-26 02:06:57 -05:00
Alam Ed Arias
0a2078d0c0 Merge branch 'next' into playerspawn-hook 2016-02-26 02:05:24 -05:00
Alam Ed Arias
49877262e3 Merge branch 'next' into backport_special-stage-fade 2016-02-26 02:00:38 -05:00
Alam Ed Arias
9d3f7d760b Merge branch 'next' into portal-fix 2016-02-26 01:58:55 -05:00
Alam Ed Arias
8d2b4102d1 Merge branch 'next' into Lua-video-lib-expansion 2016-02-26 01:58:19 -05:00
Alam Ed Arias
18688f476f Merge branch 'next' into new-SOC-lump-names 2016-02-26 01:58:07 -05:00
Alam Ed Arias
09d2bbc448 Merge branch 'next' into lua-sector-lines 2016-02-26 01:57:15 -05:00
wolfy852
8f0abb267e Don't mix declarations and code 2016-02-25 22:47:52 -06:00
wolfy852
5c9aaf2fe4 Move hook into G_SpawnPlayer 2016-02-25 22:28:19 -06:00
Inuyasha
83278c2893 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_map.c
2016-02-25 15:46:08 -08:00
Inuyasha
8b7e0347fd Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
# Conflicts:
#	src/sdl/i_system.c
2016-02-25 15:41:13 -08:00
Alam Ed Arias
b3b5521e1b Merge branch 'master' into next 2016-02-25 18:33:29 -05:00
Alam Ed Arias
8a369d969b whitespace clean 2016-02-25 18:31:40 -05:00
Inuyasha
5108bb97f4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-25 15:16:15 -08:00
Inuyasha
1e15ed2f7b Merge branch 'i-hate-stupid-speedrun-tricks' into 'next'
Fix chain launching

Basically you're not allowed to launch off a chain the frame you touch it anymore.

Coincidentally the changes here allow you to actually use PF_*STASIS in a Lua script now and have it work as you'd expect it to (it lasts for a tic).

See merge request !49
2016-02-25 18:12:39 -05:00
Inuyasha
aa4414d706 Merge branch 'sdlmix-master' into 'master'
cpuaffinity/sdl_mixer changes

Hopefully this will alleviate SDL2 sound issues.

If not, hopefully this will give us info on what the hell is going on.

See merge request !51
2016-02-25 18:12:10 -05:00
Inuyasha
f10279d61b Very minor performance improvement. 2016-02-25 14:35:05 -08:00
Monster Iestyn
3802ec33de Fixed how dying players who were standing on slopes just jump off to the side 2016-02-23 22:53:24 +00:00
Inuyasha
6dda71bef7 I guess this is becoming the "try to make SDL_mixer work" branch
Move InitSubSystem calls into proper places,
don't use AUDIO_S16LSB (bad according to SDL_mixer docs)
Add error checking
2016-02-22 23:08:35 -08:00
Inuyasha
b258b9b503 remove cpuaffinity code from SDL
still exists in DD (while it exists) but no longer saves.
No reason whatsoever for affinity to be settable by the game itself.
2016-02-22 23:08:34 -08:00
Alam Ed Arias
0369f39ef4 Merge branch 'master' into gl-slopes 2016-02-22 00:15:26 -05:00
RedEnchilada
bcd05b1c63 Also fixed it for MD2s 2016-02-21 23:04:14 -06:00
RedEnchilada
ce793dfe28 Fix vissprite-related crashing in OGL 2016-02-21 22:50:29 -06:00
Monster Iestyn
f87f1b7b1a Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever) 2016-02-21 11:37:59 -06:00
Monster Iestyn
3058648fdc Fix elemental flame trails not spawning when going up slopes 2016-02-16 17:58:08 +00:00
Monster Iestyn
03470118cd Added missing ESLOPE ifdef from when I first did these fixes for slope compiling 2016-02-15 20:57:35 +00:00
Monster Iestyn
fa1bc5a09b Whoops forgot this for last commit 2016-02-15 20:55:57 +00:00
Monster Iestyn
b5673ed101 Fix player spawning on slopes 2016-02-15 20:46:56 +00:00
Monster Iestyn
ef6430c23e Fix respawning rings on slopes 2016-02-15 20:34:53 +00:00
wolfy852
000ec9ac67 Call LUAh_PlayerSpawn instead of checking for it 2016-02-14 15:22:13 -06:00
Inuyasha
7c5adacc6f Fixed chain launching
In the process, the stasis flags work like you'd expect them to.
You can now set them in Lua or code and they'll actually do something.
2016-02-14 12:28:03 -08:00
wolfy852
db3797fd35 Add PlayerSpawn hook 2016-02-14 06:10:20 -06:00
wolfy852
e43f21cdda Fix dead MF_PAIN objects hurting the player
Fixes #12
2016-02-13 17:31:38 -06:00
Monster Iestyn
dabc4415af Fix crash caused by drawing scaled, mirrored sprites semi-covered on the left side by portal edge
I suspect this crash was possible even outside the context of portals, but whatever
2016-02-13 18:11:50 +00:00
toasterbabe
f59c8d20e5 fix md2 blendcolors for reduced palette 2016-02-11 18:37:53 -05:00
Alam Ed Arias
9470fc5567 use sizeu#() on size_t printing 2016-02-11 13:20:35 -05:00
Alam Ed Arias
4e37964336 TRUE is not a vaild boolean under non Windows system 2016-02-11 13:20:13 -05:00
Monster Iestyn
62d15e54e8 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into portal-fix 2016-02-09 20:02:33 +00:00
Monster Iestyn
7278625963 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into Lua-video-lib-expansion 2016-02-09 20:01:32 +00:00
Monster Iestyn
17d6bafc7e Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into new-SOC-lump-names 2016-02-09 20:00:54 +00:00
Monster Iestyn
e44c96e417 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-02-09 19:58:51 +00:00
Monster Iestyn
db18ad6b7f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into monster-misc-2 2016-02-09 19:54:49 +00:00
Alam Ed Arias
e4ad95856f Merge branch 'public_next' into master 2016-02-09 14:49:17 -05:00
Monster Iestyn
5d1c8d2968 My cherry picking somehow lead to these functions being doubled ...whoops 2016-02-09 19:35:04 +00:00
Alam Ed Arias
d09016c808 Merge branch 'public_next' into master 2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Sean Ryder
ddb5652ab6 Tabbing 2016-02-09 18:05:19 +00:00
Sryder13
6b8c438e58 Change a few colours. 2016-02-09 18:05:11 +00:00
Sryder13
31deecc51c Colour Changing MD2s
I don't know how I can move my old branch over so I've just created a new one.
2016-02-09 18:04:59 +00:00
Monster Iestyn
700c9c2e70 Merge branch 'md2_colourchange' into 'master'
Colour Changing MD2s

What it says it is, I haven't touched it in quite a while, but I have checked and it seems to be working.

See merge request !30
2016-02-09 13:03:52 -05:00
Sean Ryder
b7ebb8186d Fix MD2 interpolation for FF_ANIMATE states 2016-02-09 16:20:18 +00:00
Inuyasha
8fc484cea9 Just a few more changes to TUNES, nothing special
(cherry picked from commit 63a9c66317)
2016-02-09 02:48:35 -08:00
Inuyasha
04d112276e Fixed some oddities with TUNES.
(cherry picked from commit a4d05350f7)
2016-02-09 02:48:35 -08:00
Inuyasha
1203b0aa73 Fix crash on game clear
(No, game, you can't allocate a map header for the credits, why were you doing that before and how did it not break anything??)

(cherry picked from commit e1f9a01229)
2016-02-09 02:48:34 -08:00
Inuyasha
caab150c92 Fixed LD413
(cherry picked from commit 1e4c2f8aad)
2016-02-09 02:48:34 -08:00
Inuyasha
8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
58e685353a Attempt 2 at special stage fades.
More basic in execution.
2016-02-09 02:43:24 -08:00
Inuyasha
1bdd4cf641 backport state-animations from internal master to public next
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Monster Iestyn
66175d87b8 removed unused macros from doomdef.h 2016-02-08 20:10:32 +00:00
Alam Ed Arias
985b9a11cc Merge branch 'travis-ci' into 'master'
Travis-CI builds

Merge support to build SRB2 for Linux system via Travis-Ci
This will build SRB2 with GCC and Clang to make sure we do not break Linux/GNU builds

See merge request !41
2016-02-07 21:57:26 -05:00
Alam Ed Arias
dff65aa9e0 Merge branch 'public_next' into master 2016-02-07 21:25:42 -05:00
Alam Ed Arias
2dc9a4b34a Merge branch 'master' into next 2016-02-07 21:22:28 -05:00
Alam Ed Arias
6b626f1b27 build: cmake is messly 2016-02-07 20:53:27 -05:00
Alam Ed Arias
3ba827f33d Merge branch 'master' into travis-ci 2016-02-07 00:39:25 -05:00
Monster Iestyn
ae2b1e8ea1 Use <= instead of ==, so that sprites for second-tier portals and beyond still display
thx Red for spotting this
2016-02-06 21:06:52 +00:00
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
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
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
63a9c66317 Just a few more changes to TUNES, nothing special 2016-02-04 17:27:55 -08:00
Inuyasha
42fb7ed5aa clearly I don't care about Super forms much :v 2016-02-04 02:37:40 -08:00
Inuyasha
577afbc693 All internal music changes use new lump names
... that all start with _ for reasons specified in the music topic
2016-02-04 01:17:27 -08:00
Inuyasha
2b482324b4 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:11:51 -08:00
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
e87a86dd67 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:03:02 -08:00
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
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
RedEnchilada
8505ad4d14 Merge remote-tracking branch 'public/next' 2016-01-31 13:06:55 -06:00
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
cd4442d971 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-29 18:30:58 -08:00
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
93d1f9920e Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-29 16:03:52 -08:00
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
Monster Iestyn
7d603c320b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into diagonal-spring-rings-tweak 2016-01-29 19:40:04 +00:00
Alam Ed Arias
e8cf4cdaac SDL2: compile SDL with SDL_main for Win32 2016-01-29 00:33:11 -05:00
Alam Ed Arias
c47ff7b3c6 let make the main() entry point noreturns 2016-01-28 21:37:41 -05:00
Alam Ed Arias
050ce857c4 let not care for main() being noreturn 2016-01-28 21:31:18 -05:00
Alam Ed Arias
0d327c7c16 kill logical-not-parentheses warning in g_game.c
g_game.c: In function 'G_CheckDemoStatus':
g_game.c:5588:22: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
   if (!modeattacking == ATTACKING_RECORD)
                      ^
2016-01-28 21:15:51 -05:00
Alam Ed Arias
10e1aaaf85 appveyor: no need for DEPFLAGS 2016-01-28 12:08:08 -05:00
Alam Ed Arias
7fdb5cfcfb move disabled warning out of mingw 2016-01-28 12:06:00 -05:00
Alam Ed Arias
2176b21e62 ignore noreturns 2016-01-28 11:49:23 -05:00
Alam Ed Arias
7a09a82489 new flags: DEPFLAGS, to tell the depend step where are the headers 2016-01-28 11:41:02 -05:00
Alam Ed Arias
f0842d2200 appveyor: add debug and sdl mixer 2016-01-28 11:33:36 -05:00
Inuyasha
549d3aeb3f Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-28 08:20:50 -08:00
Inuyasha
d76e21b546 fix bind out of bounds / keystring misreading 2016-01-28 08:15:34 -08:00
yellowtd
b3fbc37c94 Midtextures, lights, and culling fixes for ogl slopes
There's a weird issue with lights that's hard to diagnose but otherwise
this is ready to go I think
2016-01-27 20:10:02 -06:00
yellowtd
e6235d4d6b Fix FOF slope rendering in ogl
should work as well as software if not better now
2016-01-27 20:09:52 -06:00
yellowtd
52ae3f2875 GL slope walls and fixed plane culling 2016-01-27 20:09:34 -06:00
yellowtd
24da82f026 Begin work on OGL slope support
unfinished
2016-01-27 20:09:04 -06:00
Alam Ed Arias
d0ce9170da appveyor: build for GCC 5.2 2016-01-27 01:39:12 -05:00
wolfy852
bd1231764e Merge remote-tracking branch 'remotes/origin/master' into dashmode 2016-01-25 21:41:41 -06:00
wolfy852
e314b442b2 Remove dashmode limit since tic_t is UINT32
This might be overpowered as hell. Needs testing for sure.
2016-01-25 20:26:31 -06:00
Monster Iestyn
67b92d7273 Went and fixed the dashmode variable hack nonsense once and for all myself
would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
wolfy852
95d6cba184 [HACK] Make dashmode work again
Fixed one of Red's mistakes, and used a different struct variable for dashmode. This needs to be changed though, because everything will break if someone loads a circuit map.
2016-01-25 01:49:37 -06:00
Inuyasha
c4b022b202 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-24 03:36:05 -08:00
Monster Iestyn
80fb282334 Fixed math for calculating current texture in texture animations 2016-01-23 18:59:17 +00:00
Alam Ed Arias
181c875016 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-22 17:25:19 -05:00
Inuyasha
6784419d38 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-21 14:56:25 -08:00
Inuyasha
4df951224b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next 2016-01-21 14:51:33 -08:00
Monster Iestyn
674ff51153 Fix shadowing in mapheaderinfo_get 2016-01-21 20:27:35 +00:00
Monster Iestyn
ccb0abb853 Diagonal ring springs should now be able to face any angle 2016-01-21 20:19:43 +00:00
Alam Ed Arias
3bfc402241 whitespace cleanup 2016-01-21 13:53:21 -05:00
Alam Ed Arias
6189d1a2ca whitespace cleanup 2016-01-21 13:53:21 -05:00
Alam Ed Arias
c33d20acff whitespace cleanup 2016-01-21 13:50:05 -05:00
Inuyasha
d6d662b2dc Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-20 09:43:53 -08:00
Inuyasha
9d5718760d interscreen is a lump name and thus needs lstring
... not just lstring though, but the behavior with i that is used elsewhere.
2016-01-20 09:42:35 -08:00
Inuyasha
d36e9a425f Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-20 09:27:50 -08:00
Inuyasha
7d6dc3a5bb fix bad lstring usage in map header lua
This is not how you use pushlstring! This is actually sending uninitialized memory to Lua, which is making scripts have inconsistent results (duh?)

c/o JTE: "Tell Red they're a doofus."
2016-01-20 09:25:28 -08:00
Monster Iestyn
5abdb08a25 #sector.lines now returns the number of linedefs in the sector 2016-01-20 16:03:17 +00:00
Sean Ryder
7d914913dd Tabbing 2016-01-20 15:55:32 +00:00
Monster Iestyn
79e3e2351d Finally bothered to add in a method to obtain sector.lines' size internally to prevent going out of bounds.
Admittedly I knew of this particular method from the start but wanted to avoid it in favour of a less-hacky looking method of getting sector.lines' size ...but there was none to be found at all.
2016-01-20 14:56:52 +00:00
Monster Iestyn
3dc0f2b4ff Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-01-20 14:22:11 +00:00
Inuyasha
d15aee9d44 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-01-20 04:41:56 -08:00
Inuyasha
61eb9c01d1 Merge branch 'coloropposite-hotfix' into 'next'
Coloropposite hotfix

Quick fix to prevent ColorOpposite(MAXSKINCOLORS) or higher input from giving results out of the actual array's bounds. In other words, preventing it from giving you nonsense values or something.

I created the function for Lua to begin with, so clearly this is 100% my fault once again. Welp.

See merge request !31
2016-01-20 07:40:05 -05:00
Monster Iestyn
103027124b Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into lua-sector-lines 2016-01-20 12:31:21 +00:00
Inuyasha
55f0e5cab5 objectplace stability fix
Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.

... Oops.

Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.

Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:24:30 -08:00
Inuyasha
96913c4a47 objectplace stability fix
Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.

... Oops.

Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.

Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:13:21 -08:00
Monster Iestyn
c6a2bde7d9 Use modulo, not bitwise AND. My fault once again, whoops.
The point here is ColorOpposite(MAXSKINCOLORS) would have given an actual result of its own since MAXSKINCOLORS & MAXSKINCOLORS is still MAXSKINCOLORS. This shouldn't happen though, as both Color_Opposite[MAXSKINCOLORS*2] and Color_Opposite[MAXSKINCOLOR*2+1] aren't defined.
2016-01-18 19:46:00 +00:00
Monster Iestyn
af3c4755dc All lumps with the "SOC_" prefix in their names are now read as SOCs. 2016-01-17 19:43:26 +00:00
Inuyasha
01dd3e9bd5 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into spr2-freeslots 2016-01-15 02:29:51 -08:00
Inuyasha
9ba43e1d01 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors 2016-01-15 02:20:34 -08:00
Inuyasha
ed69520004 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music 2016-01-15 02:01:32 -08:00
Alam Ed Arias
1a56d48cd9 Merge branch 'public_next' into master 2016-01-14 12:37:04 -05:00
Alam Ed Arias
106287aca5 SDL: config.h.in is pre source tree, config.h for each cmake build 2016-01-14 12:32:04 -05:00
Monster Iestyn
732003bcb9 Quick fixes for unsigned-signed compiler warnings
probably not the most ideal way of doing this to be fair though
2016-01-14 17:11:16 +00:00
Monster Iestyn
99fad84674 Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e31c7ae3fa Removed dummied-out Pope XVI code 2016-01-14 16:41:33 +00:00
Monster Iestyn
a52f31f30e doomtype.h tweaks
some of the mess in here really bothers me
2016-01-14 16:41:26 +00:00
Monster Iestyn
01ef2d3ca3 If this isn't an accidental copy+paste then I'd be very surprised 2016-01-14 16:41:19 +00:00
Monster Iestyn
7e94ee8422 From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so... 2016-01-14 16:41:10 +00:00
Monster Iestyn
1e131d2786 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap

Conflicts:
	src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.

Conflicts:
	src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
69550e98fe Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
2016-01-14 16:32:30 +00:00
Monster Iestyn
693058adae Replaced the old finetangent[] with a new more accurate one I made using a Python script.
Actually uses 0 and 65536 now! (and also INT32_MIN)
2016-01-14 16:32:22 +00:00
Monster Iestyn
d4f2d24921 Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched)
Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
2016-01-14 16:32:13 +00:00
Monster Iestyn
a0df3cec7b Move finecosine[] declaration to where it really belongs in the source code 2016-01-14 16:32:02 +00:00
Inuyasha
420a27ce11 Attempt to play nice to cmake. 2016-01-14 07:46:28 -08:00
Inuyasha
06dea3ab78 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 07:46:27 -08:00
Inuyasha
c2f40b6b00 Attempt to play nice to cmake. 2016-01-14 07:37:58 -08:00
Inuyasha
752d97dfb3 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 04:31:48 -08:00
Monster Iestyn
529f5af614 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Monster Iestyn
4a8dd8031e dispoffset now works in OpenGL 2016-01-13 22:50:15 -08:00
Monster Iestyn
049689334d large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Inuyasha
fea0a9577a Further optimization of fading code because I'm crazy
The less branches, the better.

Optimization is a bitch, you know.
2016-01-13 22:48:39 -08:00
Inuyasha
24d1874fd6 Merge branch 'Rob-request-player-anims' into 'master'
Rob request player anims

[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point

See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha
2450e2d43c Merge branch 'sp-supers-for-everyone' into 'master'
Sp supers for everyone

Getting simple changes out of the way.

See merge request !21
2016-01-14 00:39:40 -05:00
Inuyasha
c81571f0af Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors 2016-01-13 19:27:59 -08:00
Inuyasha
cd1bb9b027 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into unslot-music 2016-01-13 19:27:15 -08:00
Inuyasha
ef4aad3655 Merge branch 'monster's-miscellaneous-meddling' into 'master'
Monster's miscellaneous meddling

A miscellaneous assortment of code-cleanup and other changes, plus fixing up SRB2's tangent array so it behaves more as expected (especially on the Lua side).

More specific details of the changes:

(MUST-HAVE CHANGES)
* `finetangent[]` has been entirely redone in the same manner as finesine/finecosine.
* Lua's tan() function shifts `finetangent[]` results by `ANGLE_90` to get what you EXPECT it to return (e.g. `tan(0)` actually returns 0 now). This means finetangent itself doesn't need to change its general arrangment, this only affects Lua specifically.
* Lua's tan() function now also doesn't go out of `finetangent[]`'s bounds at all. Before, `tan(ANGLE_180)` through `tan(ANGLE_MAX)` and such would just give you values unrelated to the array in question, which was clearly a bad thing.

(CAN PROBABLY LIVE WITHOUT?)
* `finecosine`'s definition moved from r_main.c to tables.c.
* Created `P_CheckTimeLimit` for `cv_timelimit`, much like `cv_pointlimit` has `P_CheckPointLimit`. It cleans up `P_UpdateSpecials` a bit at least.
* Some code cleanup relating to translucency maps - these are kind of unimportant, I was about to stop `FF_TRANSMASK` being used everywhere, but this was apparently a bad idea so I backtracked a bit.
* Re-added `_MSC_VER` check around MSVC-specific code in doomtype.h, in case it wasn't defined (and `__OS2__` was). Also left a comment there regarding `__BYTEBOOL__`.
* Fixed an apparent copy+paste goofup in `joyaxis_cons_t[]` for the Wii-specific code.

See merge request !10
2016-01-13 22:22:53 -05:00
Monster Iestyn
4eb8ba7bf7 Merge branch 'fix-md2s' into 'next'
Fix md2s

shoutouts to MI for breaking them accidentally

I was about to just commit this straight to next but it's the perfect reason of why code review is beneficial and I'd be a hypocrite to point that out and then skip the process

See merge request !28
2016-01-13 22:20:31 -05:00
Inuyasha
437b0ac692 Merge branch 'reduced_palette' into 'master'
Reduced palette

You guys should know what this is by now. If you don't, you really need to catch up. =P

We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.

See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8

See merge request !13
2016-01-13 21:03:12 -05:00
Sean Ryder
6a67609b74 Merge branch 'master' into md2_colourchange 2016-01-12 23:52:04 +00:00
Monster Iestyn
22cf800f2f Fixed implicit declaration of some functions if compiling without OpenGL support
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-12 15:42:40 +00:00
Monster Iestyn
de576c56a5 Removed void typedef for GLPatch_t used when HWRENDER is undefined
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?

Not sure if this will fix Wolfy's latest problem or not though
2016-01-12 15:42:36 +00:00
Monster Iestyn
997ae7dcc9 Fixed what appears to be a minor including error in sdl/i_system.c
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-12 15:42:25 +00:00
Monster Iestyn
a8e4234d74 Fixed implicit declaration of some functions if compiling without OpenGL support
Not related to Wolfy's problems afaik... this branch seems to be turning into a misc compiling fixes branch now
2016-01-11 14:51:55 +00:00
Monster Iestyn
be266c27e1 Removed void typedef for GLPatch_t used when HWRENDER is undefined
Apparently all parts of the source code that require GLPatch_t are themselves used only if HWRENDER is defined. Do I need to say more?

Not sure if this will fix Wolfy's latest problem or not though
2016-01-10 20:56:09 +00:00
Monster Iestyn
146011937a Fixed what appears to be a minor including error in sdl/i_system.c
Basically, Wolfy's linux (non-CMake) compiling apparently fails here, and config.in.h actually lives outside of the sdl folder. Blame a particular someone for blindly copy+pasting these includes in this file without considering the consequences when adding support for CMake everywhere.
2016-01-10 18:24:58 +00:00
Inuyasha
e18f467885 Further optimization of fading code because I'm crazy
The less branches, the better.

Optimization is a bitch, you know.
2016-01-08 08:16:16 -08:00
Inuyasha
a4d05350f7 Fixed some oddities with TUNES. 2016-01-08 03:23:05 -08:00
Inuyasha
e1f9a01229 Fix crash on game clear
(No, game, you can't allocate a map header for the credits, why were you doing that before and how did it not break anything??)
2016-01-07 23:48:19 -08:00
Inuyasha
1e4c2f8aad Fixed LD413 2016-01-07 20:41:58 -08:00
Inuyasha
025ca413a2 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
2016-01-07 19:48:20 -08:00
Inuyasha
505306429e Merge branch 'master' into repeat-monitors 2016-01-06 04:01:50 -08:00
Inuyasha
c1340b6e6c Most minor 1up icon bug fixed.
1up icons were spawning their overlays off sync with each other so the face icon was showing up during static. Now they don't.
(They'd do this in 2.1 too if you have a custom WAD added that doesn't have an overlay sprite, and you use it in multiplayer alongside a character that does.)
2016-01-06 03:07:08 -08:00
Inuyasha
1ba005c511 Fixed crash on Deton explosion.
(Detons need deathstates, otherwise they are removed partway through exploding. Not fun.)
2016-01-04 01:34:56 -08:00
Inuyasha
dcde68912a Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors 2016-01-03 19:30:46 -08:00
Inuyasha
1f7e135ce5 Gold boxes are supposed to be 4 fracunits taller.
To match their taller sprite.
2016-01-03 19:11:27 -08:00
RedEnchilada
3e93ec21a1 Make internal slope functions static and remove from header
I hate merges. Why do things keep getting undone?
2016-01-03 18:25:45 -06:00
Inuyasha
537ab87add Merge branch 'dispoffset-changes' into 'master'
Dispoffset changes

Dispoffset now works in OpenGL, and the feature has been optimized so high dispoffset values don't cause sprites to be distorted anymore.

See merge request !12
2016-01-03 18:31:20 -05:00
Monster Iestyn
27b65e3569 Several changes to split jump anims from spin anims:
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
RedEnchilada
0c6aaf87d5 Merge branch 'next' 2016-01-03 10:35:12 -06:00
RedEnchilada
6929b6fe4b Make internal slope functions static and remove from header 2016-01-03 10:33:45 -06:00
Monster Iestyn
8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
Monster Iestyn
b043520411 NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is) 2016-01-03 10:29:53 -06:00
Inuyasha
1b8a38bd56 Merge branch 'reduced_palette' into 'repeat-monitors'
Reduced palette -> repeat monitors

As the graphics use the new palette anyway.
https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad

See merge request !15
2016-01-03 00:59:40 -05:00
RedEnchilada
c38af2c6a2 Remove unused maxtop variable 2016-01-02 23:26:22 -06:00
Wolfy
82b4320c61 Merge branch 'reduced_palette' into 'dashmode'
Merge reduced palette into dashmode branch

This is necessary for Metal Sonic to work.

See merge request !14
2016-01-03 00:08:29 -05:00
RedEnchilada
ba8c0dfc6e Clean up dash mode and make multiplayer-compatible
Actionspd is now the running speed in dashmode.
2016-01-02 22:58:35 -06:00
RedEnchilada
a15a4ace7e Do dashmode thok speed adjustments at thok instead of modifying actionspd 2016-01-02 22:34:55 -06:00
RedEnchilada
b9b1e2b298 Fix MD2s 2016-01-02 21:53:43 -06:00
wolfy852
ebd2bdd1c8 Add CA_DASHMODE to the game
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
2016-01-01 14:53:29 -06:00
Inuyasha
98f652aca6 Big monitors are "Gold Monitors" now.
The useless ones have been removed, too, and they should always spawn as what they should regardless of settings.
By the way, graphics are at https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
2015-12-31 15:29:08 -08:00
Inuyasha
265a607b58 rewrite of monitors to accomodate repeat use monitors.
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Nipples the Enchilada
0a0f16a001 Merge branch 'actions-tweaks' into 'next'
Actions tweaks

This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\*

That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not.

See merge request !27
2015-12-30 14:45:37 -05:00
Monster Iestyn
e0e9c7c172 Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
...I'm to blame for this particular slipup as it happens, surprise surprise
2015-12-01 22:38:57 +00:00
Monster Iestyn
bb9488f2a2 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2015-11-23 21:04:33 +00:00
Monster Iestyn
30ef257050 dispoffset now works in OpenGL 2015-11-23 17:01:10 +00:00
Monster Iestyn
f6eac1a6ac large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2015-11-23 16:39:32 +00:00
Yukita Mayako
4e2cc2c200 Fixed more logic bugs.
SPR_FIRSTFREESLOT is not the same as SPR2_FIRSTFREESLOT.
What was I, drunk?
2015-11-10 20:46:10 -05:00
Yukita Mayako
24ab56691e Fixed spr2 freslot logic bug. 2015-11-10 20:33:29 -05:00
Yukita Mayako
2b6e65f122 Added missing comma to COLOR_ENUMS string array after "ROSY".
It's not SKINCOLOR_ROSYSUPER1, after all.
2015-11-09 16:45:35 -05:00
Yukita Mayako
ca7151f1c2 Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into reduced_palette
Conflicts:
	src/dehacked.c
2015-11-09 14:34:26 -05:00
Monster Iestyn
fed463f1d2 NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is) 2015-11-08 17:50:05 +00:00
wolfy852
5409367a5f Define TRANSPARENTPIXEL as 255 in asm files 2015-11-07 15:32:11 -06:00
wolfy852
1ed5407821 update stuff 2015-11-07 13:56:21 -06:00
Monster Iestyn
77f118dd2f Removed dummied-out Pope XVI code 2015-11-06 14:23:06 +00:00
Yukita Mayako
14e8ac702f Added freeslots for SPR2.
Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
2015-10-31 14:45:42 -04:00
Monster Iestyn
b94fc008ab doomtype.h tweaks
some of the mess in here really bothers me
2015-10-21 16:01:16 +01:00
Monster Iestyn
ac24ce234f If this isn't an accidental copy+paste then I'd be very surprised 2015-10-21 15:40:59 +01:00
Monster Iestyn
e0deaaf3ff From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so... 2015-10-21 15:32:50 +01:00
Monster Iestyn
98ad63eb06 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
2015-10-12 15:10:43 +01:00
Monster Iestyn
165aec3d34 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
2015-10-11 22:23:40 +01:00
Monster Iestyn
08c0c7676c Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.
It helps make P_UpdateSpecials less messy-looking anyway.
2015-10-11 21:01:04 +01:00
Monster Iestyn
a9b96a1668 Replaced the old finetangent[] with a new more accurate one I made using a Python script.
Actually uses 0 and 65536 now! (and also INT32_MIN)
2015-10-11 14:05:05 +01:00
Monster Iestyn
fdc2c3adcd Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched)
Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
2015-10-10 21:21:16 +01:00
Monster Iestyn
d4976d677f Move finecosine[] declaration to where it really belongs in the source code 2015-10-10 20:30:29 +01:00
Monster Iestyn
368b458eee We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2015-10-10 17:57:35 +01:00
Monster Iestyn
d7b402e3c4 More cleanup, most notably dumping ring spilling code in P_RingDamage
...one wonders why P_RingDamage didn't already do that in the first place
2015-10-06 22:05:32 +01:00
Monster Iestyn
a84c2c6081 Some cleanup and reordering 2015-10-06 21:14:11 +01:00
Monster Iestyn
31b2919847 Added a "damagetype" argument to P_ShieldDamage. We don't use MT_NULL to hack in damage for sector specials anymore, after all.
Must have forgotten to do this back when I originally implemented damage types, oh well.
2015-10-05 20:18:45 +01:00
Monster Iestyn
175561cc7f Check if God mode is one before even going to NiGHTS or player vs player damaging code or whatever. 2015-10-05 17:13:34 +01:00
Monster Iestyn
210757f27b Removed the removal of SF_SUPER from skins other than Sonic 2015-10-02 13:45:51 +01:00
Monster Iestyn
7dcf0d3d09 Fix an error from match-balancing being merged in. Apparently match-balancing also doesn't have a prototype for P_StealPlayerScore for whatever reason. 2015-10-01 20:02:44 +01:00
Yukita Mayako
ba77b235d1 Merge branch 'match-rebalancing' into damage-control
Conflicts:
	src/p_inter.c
	src/p_user.c
	src/st_stuff.c
2015-09-30 20:40:27 -04:00
Alam Ed Arias
6cde169c58 Merge branch 'public_next' into private 2015-09-26 22:10:59 -04:00
Nipples the Enchilada
93c31b5b72 Merge branch 'angles' into 'next'
FOF slope/ground slope weirdness fix

Solves STJr/SRB2Internal#26 .

See merge request !26
2015-09-26 18:51:34 -04:00
RedEnchilada
773e5fbda6 Fix sloped FOF/ground weirdness ( STJr/SRB2Internal#26 ) 2015-09-24 15:35:55 -05:00
Alam Ed Arias
6ad1086128 Merge branch 'public_next' into master 2015-09-03 15:58:16 -04:00
Alam Ed Arias
3917b02132 Merge branch 'angles' into 'next'
Slopes and stuff

Adds support for slopes, slopes on FOFs, slopes on translucent FOFs, slopes on FOFs with holes in the flat, slope physics, dynamic slopes, vertex slopes, dynamic vertex slopes, and a ham sandwich to the game. Only for software mode right now, though. (OGL still gets the physics and the sandwich.) Some things still need to be done, but for now this can be merged in to be finished later.

Please make sure nothing in the vanilla game breaks before giving the thumbs up for this merge.

Since this doesn't merge automatically, if the code review turns out positive and nobody else has done it, I'll handle the merging.

See merge request !22
2015-09-03 15:57:01 -04:00
Alam Ed Arias
eb4de823e9 Merge branch 'public_next' into master 2015-09-03 13:55:29 -04:00
Alam Ed Arias
04c1a507ba Merge remote-tracking branch 'public/hotfix-hook_NetVars' into next 2015-09-03 13:54:12 -04:00
Yukita Mayako
52e2087ee7 Fixed NetVars hook mistakenly assuming index starts from 0. 2015-09-03 13:13:55 -04:00
Monster Iestyn
775ccde424 Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown 2015-09-01 22:56:45 -04:00
Monster Iestyn
0f038f9a3b Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown 2015-09-01 12:45:26 +01:00
RedEnchilada
9155fd6c14 Fix unexpected behavior with colormaps in sloped sectors
To be specific: when a sector had a sloped ceiling and a colormap was
placed above it, the colormap wouldn't fill anything above where the
ceiling height is at the sector's midpoint. This is fixed.
2015-08-24 22:09:19 -05:00
Yukita Mayako
7092a24acd Merge branch 'new-animations' into 'master'
Oops. (Minor animation bugfix I forgot.)

Apparently I pushed this one commit to GitHub instead of SRB2Internal before the branch was merged...

Oops.

See merge request !8
2015-08-22 10:05:02 -04:00
Yukita Mayako
2fb03a7cff Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
Conflicts:
	src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
Alam Ed Arias
96c71c68c8 remove NEED_FIXED_VECTOR and fix angelchk testcase 2015-08-21 21:27:20 -04:00
Alam Ed Arias
c64e4d58b7 git warning: new blank line at EOF 2015-08-21 20:47:00 -04:00
Alam Ed Arias
f3d40c34a0 git warning: trailing whitespace 2015-08-21 20:46:41 -04:00
RedEnchilada
d5884a6957 Add Chee to credits
(she helped port important drawing code!)
2015-08-21 18:23:37 -05:00
Sryder13
5a033181b8 Metal Sonic Flash 2015-08-21 20:17:11 +01:00
Sryder13
d0d19e684c Change Lavender, Azure, Blue 2015-08-21 18:34:21 +01:00
Monster Iestyn
6bc1a5fdef Okay, major overhaul time!
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched

Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though

Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
Alam Ed Arias
c16d466483 Merge remote-tracking branch 'public_next' into master 2015-08-15 10:16:27 -04:00
Monster Iestyn
f8b439769a Fixed Tag and H&S getting each other's suicide behaviors by mistake. 2015-08-15 13:00:49 +01:00
Alam Ed Arias
fbda813155 whitespace cleanup from merge 2015-08-14 18:32:30 -04:00
Alam Ed Arias
c0ae3fa895 Merge remote-tracking branch 'private/public_next' into private_master 2015-08-14 18:26:33 -04:00
Alam Ed Arias
79ecbc407e Merge branch 'pointtoangle-fix' into 'next'
Tweaks to R_PointToAngle and R_PointToAngle2

Exactly what it says in the title! See commit description for more information on what I did, since I'm too lazy to write it all up a second time. =P

Could someone check that these changes don't cause anything else in particular to go wrong in the game or source code? I haven't checked myself that much yet, mostly because I totally forgot about this thing until now, lol.

See merge request !19
2015-08-14 18:10:33 -04:00
Monster Iestyn
4369ba2a21 Merge branch 'master' into damage-control 2015-08-14 19:01:41 +01:00
Monster Iestyn
ee4a3fffee Merge branch 'polyobj-setup-fixes' into 'master'
Polyobj setup fixes

If you're wondering why ERZ2 crashes lately, yes, it's my fault once again it turns out! Ideally we shouldn't have loose spawn points or anchors without an actual PolyObject to go with them in the first place, but this fix re-adds the safety check that prevented them from crashing the game before.

If it wasn't clear already, this fix is rather important, so please get in asap.

See merge request !7
2015-08-14 13:48:37 -04:00
Monster Iestyn
8cde0121d0 Remove the switch-to-seestate behavior in P_DamageMobj.
In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.
2015-08-14 15:55:24 +01:00
Monster Iestyn
b449bd826a Rewrote A_SetTargetsTarget to be more sensible and efficient 2015-08-13 19:42:00 +01:00
Monster Iestyn
66b7597e87 Derp, disabling Polyobj_findExplicit apparently blocked off the one thing preventing ERZ2 from crashing before (since it has rogue spawn points without actual First Lines to go with them, for whatever reason) 2015-08-13 16:59:32 +01:00
RedEnchilada
50b5e978cc Support ceiling/backsector vertex slopes 2015-08-03 23:09:50 -05:00
RedEnchilada
1f5fc04d60 Add vertex slopes 2015-08-03 22:15:59 -05:00
RedEnchilada
c7b6cd705f Separate P_LoadThings into two functions to make the next commit cleaner 2015-08-03 19:27:10 -05:00
RedEnchilada
14ea936f74 Sync mobj->standingslope in netgames 2015-08-03 18:06:42 -05:00
RedEnchilada
51284c01d8 Start using slope flags/id in creation process 2015-08-03 17:39:33 -05:00
RedEnchilada
049bbce5c0 Add data to slope struct that will be useful later 2015-08-03 17:37:50 -05:00
RedEnchilada
6026fa42eb Add masked FOF slopes (+other rendering tweaks) 2015-08-03 14:47:05 -05:00
RedEnchilada
6d3e318a0c Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-08-03 13:45:51 -05:00
Sryder13
d050a60f36 Change a few colours. 2015-08-03 02:01:56 +01:00
Monster Iestyn
fa935be129 Fixed the issue where diagonal springs couldn't teleport you to their centers anymore (guess whose fault that was! =D ). Basically I just made P_DoSpring boolean, which probably could be useful to Lua peeps as well. (it returns true if you were sprung, false if not) 2015-07-28 19:28:51 +01:00
Sryder13
cc3d3a67e6 Colour Changing MD2s
I don't know how I can move my old branch over so I've just created a new one.
2015-07-26 20:14:47 +01:00
Sryder13
079f02ca69 Fix Peridot 2015-07-25 14:10:52 +01:00
Sryder13
5209787ebd Rename Colours 2015-07-25 14:07:05 +01:00
Sryder13
14b157b98d Fix yellow 2015-07-25 13:35:11 +01:00
Sryder13
c6c67d45b0 Fix Purple 2015-07-25 00:14:50 +01:00
Sryder13
9847668863 New Colours 2015-07-24 23:39:53 +01:00
Sryder13
1dd28ef15a Rearange colours to be in more correct order 2015-07-23 22:57:54 +01:00
Sryder13
721a5f9b4b Default Translation color + Neon Green change 2015-07-23 21:43:30 +01:00
Sryder13
e054f4b6c6 Drawfills and Console
All relevant DrawFills had colours changed.
Console background colour changed.
Text colourmapping changed.
2015-07-23 18:56:05 +01:00
Sryder13
70d0595817 Update colour changes
More correct colour ranges.
Added Rosewood.
Added Super Sonic Colours (No Super Tails or Knuckles, at least not yet).
2015-07-23 17:58:52 +01:00
Sryder13
0d357adb52 Base colour changes
Default colours before new colours are potentially added.
Rosewood is the same as orange and will likely be removed.
2015-07-23 00:03:31 +01:00
Alam Ed Arias
22433bcb54 Merge branch 'new-animations' into 'master'
New player animations (Updated player.dta Sonic)

Adds support for several completely new player animations, mostly for Super Sonic.

See merge request !5
2015-06-22 09:59:39 -04:00
Monster Iestyn
6138845930 Removed all "-1"s from R_PointToAngle and R_PointToAngle2, in order to allow ALL basic compass directions at the least to be given the right angle by these functions.
Note: Before this change, North and West directions would be returned as ANGLE_90-1 and ANGLE_180-1. This caused the pusher polyobjects in THZ2 to slowly move sideways as a side-effect (and probably caused similar bugs in the past too, these functions have barely been touched in a decade it turns out.)
2015-06-21 16:58:34 +01:00
Yukita Mayako
96241866bf Fix Super float anim bug.
This commit makes Super floating players break into
a normal walk again when they hit the floor, instead
of keeping their float animation on the ground.
2015-06-19 01:55:13 -04:00
Yukita Mayako
496662bec5 Super float animation.
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako
ffec58c09c Add PA_EDGE to handle Super teeter animation bug.
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias
fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
ac5c8f10e9 Merge remote-tracking branch 'public/lua-32bit-changes' into next
Conflicts:
	src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Alam Ed Arias
c4ac9643ad Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements

At Nev3r's request:
Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold.

The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly.

See merge request !7
2015-06-18 10:11:27 -04:00
Alam Ed Arias
904c3c227b Merge branch 'trigonometry-fix' into 'next'
finesine table

I pasted in finesine from #11 and made a merge request.

This has been lightly tested to ensure the renderer doesn't immediately break. No ill effects have been observed so far.

See merge request !17
2015-06-18 10:09:04 -04:00
Alam Ed Arias
b2e330d64c Merge branch 'idk-what-to-call-this-branch' into 'next'
A_SetObjectFlags tweak

Only reset the sector/blockmap links on an object calling A_SetObjectFlags if the MF_NOSECTOR|MF_NOBLOCKMAP flags change. Fixes a freeze related to LD442 demonstrated in MascaraSnake's example WAD at https://dl.dropboxusercontent.com/u/27962790/statetest.wad .

See merge request !11
2015-06-18 10:06:46 -04:00
Alam Ed Arias
f0054be951 whitespace fixup 2015-06-18 10:05:51 -04:00
Alam Ed Arias
a03fc205b4 Merge branch 'hotfix-pltz' into 'next'
Re-add/fix broken platform momz mobj code.

The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.

Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)

See merge request !14
2015-06-18 10:04:54 -04:00
Alam Ed Arias
f7747f43ba Merge branch 'misc-fixes-tomerge' into 'next'
Miscellanous fixes to merge

These are the commits from the "miscellanous-fixes" branch that are okay to merge in.

Bugs fixed include the following:
* CTF flags respawning incorrectly: they cannot z position themselves correctly, and they cannot flip themselves.
* The weird "jumping" spring/monitor effect: this is the result of an internal mobj_t pointer (tmfloorthing, specifically) not resetting itself to NULL for the next object's thinker, resulting in Z movement code thrusting the object vertically at tmfloorthing->momz.

See merge request !18
2015-06-18 09:51:59 -04:00
Monster Iestyn
b564a169d8 Starting work for getting sector.lines in Lua: it WORKS at the least, but I have no way to determine the size of the array itself as of yet 2015-06-17 21:00:10 +01:00
STJrInuyasha
45515df790 Make sure "word" in readlevelheader gets reset
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580

(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
2015-06-13 15:56:28 -07:00
Yukita Mayako
0af32ee2fa Move garbage collection out of Lua hooks.
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
Yukita Mayako
c139e93fe6 Applied new finesine table.
finesine[0] == 0 now. This naturally fixes a bunch of math fudging.
No ill effects have been observed so far.
2015-06-10 12:07:08 -04:00
Yukita Mayako
06b82d172b lua_pushfstring only allows %d not %x
Stupid JTE.
2015-06-10 11:06:56 -04:00
Yukita Mayako
6ac5013802 Only push userdata to the stack when needed!!
Dummy, what do you think you're doing? If you
just push mobjs and players into Lua all willy-
nilly everywhere, you'll wind up generating
tons of metatables and stuff you arne't even
gonna use!

Oh. Thanks me, I'm really smart.
2015-06-10 08:06:16 -04:00
Yukita Mayako
120c9c5ad5 Change int32_t to __int32 on MSC.
I can't just say screw it and include the full
doomtype.h here (windows.h conflict?) so a
small hack here will have to do. :I
2015-06-10 07:41:44 -04:00
Yukita Mayako
ecdf3412c0 Rewrote the entirety of lua_hooklib.c
This _should_ solve some significant performance
issues Lua experiences. If not, I will be very
upset for having wasted so much time and effort.

There will be bugs, this kind of thing needs to
be thuroughly tested and this is just the first
iteration of it.
2015-06-10 07:28:09 -04:00
Yukita Mayako
36cf4c1bd2 Fix comma error. 2015-06-09 19:53:35 -04:00
Yukita Mayako
fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
9a9025b1ee Remove pmomz from players who are on ground.
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Monster Iestyn
b88600dac6 tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
2015-05-31 13:57:27 +01:00
Yukita Mayako
c16516ef0d Partial revert.
This partially reverts commit a1c67e7e67.
2015-05-29 17:22:31 -04:00
Yukita Mayako
b17e39a701 Add missing string constants. 2015-05-29 15:52:38 -04:00
Yukita Mayako
99066429de Add PF_SHIELDABILITY to dehacked. 2015-05-29 15:49:12 -04:00
Yukita Mayako
8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako
d2ef4d3e3c Add S_PLAY_SUPER_STUN and PA_PAIN
For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -04:00
Yukita Mayako
b601dad4cd Hotfix for sprite2 in netgames
It wasn't properly added to $$$.sav because
MD_SPRITE didn't get set. :/
2015-05-29 14:26:39 -04:00
Yukita Mayako
d680cafc6e Add fallbacks for SPR2_ animations.
Every SPR2_ except for SIGN and LIFE now has a proper
fallback leading down to SPR2_STND.
2015-05-29 14:25:10 -04:00
Yukita Mayako
a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Monster Iestyn
c6ade27b6a Fixes to CTF flag respawning, particularly reverse gravity and z-positioning. 2015-05-29 14:59:13 +01:00
Yukita Mayako
213a0caa23 Hotfix amendment
Also gain velocity from walking off an "up" elevator normally?

This _looks_ incorrect because the camera stops matching
the platform movement the moment you step off, but I
assure you it is a correct and accurate movement.
(Try it with chasecam off.)
2015-05-29 05:47:01 -04:00
Yukita Mayako
3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako
2d14173968 Allow spin button Jump Shield normally.
If you walk off a cliff with a jump shield, you
can now press EITHER the jump or spin buttons to
activate it and double jump.
2015-05-29 02:35:24 -04:00
Yukita Mayako
e9c1771017 Add new spindash animation.
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
b88864c666 Add player JUMP animation
Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
2015-05-29 01:51:15 -04:00
Yukita Mayako
98ba9ca140 Updated player->panims.
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
Yukita Mayako
ff181d099c Add new player animations.
Added drowning to all players, and several new
Super animations for Sonic.

Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako
bed8dc4c7c Tails ringslinger buff.
Any character with CA_FLY will now throw rings 1.5x as fast.
2015-05-28 03:24:55 -04:00
Yukita Mayako
406d809bc2 Change attract homing thok to negate Z.
Do not keep Z momentum from homing. It is a bad idea.
2015-05-27 22:57:42 -04:00
Yukita Mayako
8a1411b122 Attraction homing tweaks.
Lower homing speed.
Retain velocity after hitting your target.
2015-05-27 22:06:27 -04:00
Yukita Mayako
ecd867ab35 Change A_BombShield to add P_BlackOw.
Now when you obtain an Armageddon Shield, and
you already HAVE one, the first one explodes
_while_ applying the second.
2015-05-27 21:08:30 -04:00
Yukita Mayako
7118925959 Fix broken P_RingDamage bug from c6c4ab7c
Accidentally snipped too much out of
P_DamageMobj's subfunctions...
2015-05-27 06:43:24 -04:00
Yukita Mayako
18920e486d Add sfx to Attract shield dash.
Because it seemed really weird for a
sudden shift of momentum to be unaccompanied.
2015-05-27 06:07:38 -04:00
Yukita Mayako
65f2d4b80f Add PF_SHIELDABILITY
This flag is used as a distinction between the
character ability CA_HOMINGTHOK and the attract
shield's active ability.
2015-05-27 05:59:42 -04:00
Yukita Mayako
4a1f0ce91c New attract shield active
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
Yukita Mayako
1c1acb9f0e Add emeraldspawndelay for Match "super"
Emeralds will not spawn while players are still
enjoying their victory dance now.
2015-05-27 04:02:44 -04:00
Yukita Mayako
c6c4ab7c53 New emerald behavior in Match.
No longer turns you super, instead emeralds steal points
from enemy players and give you (and relevant teammates)
an invincibility + super sneakers monitor.
2015-05-27 02:39:46 -04:00
Yukita Mayako
67fcff7ee7 New Match ammo consumption rules.
Weapon rings can now be fired with no rings at double the ammo cost.
2015-05-27 02:39:42 -04:00
Yukita Mayako
b6a8df557e New Match weapon/ammo dropping method.
P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
2015-05-27 02:39:37 -04:00
RedEnchilada
e00d682185 Fix issue with objects getting stuck IN floors 2015-05-25 13:25:23 -05:00
RedEnchilada
5e18db79e9 Fix mobjs sometimes clipping through floors (whoops!) 2015-05-25 12:16:19 -05:00
RedEnchilada
d9d3752b4e Unbreak FOF specials 2015-05-25 11:46:09 -05:00
RedEnchilada
32759312a1 Shut up the Kalaron 2015-05-24 18:22:56 -05:00
RedEnchilada
bddcf98355 Remap slope line specials to 7xx range: shim old values for now 2015-05-24 15:59:17 -05:00
RedEnchilada
a9d49cd9fa Make all specials reliant on floor touch work right with sloeps
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada
a9dba0ffd1 Condense GetFloor/CeilingZ into fewer functions, and use macros for the rest 2015-05-24 11:27:52 -05:00
RedEnchilada
e0d97e4b1a Slope planes should now not turn into static in 99% of cases 2015-05-23 16:27:15 -05:00
RedEnchilada
109d379980 Fix conveyor slopes eventually turning to static 2015-05-23 15:44:53 -05:00
RedEnchilada
b121bcca68 Remove P_GetZAtf (it didn't seem to work right anyway) 2015-05-23 12:23:24 -05:00
RedEnchilada
485f671f23 Sloped planes now respect flat offsets 2015-05-23 02:18:32 -05:00
RedEnchilada
a5d7356fd2 Sayonara, m_vector.c 2015-05-23 01:32:28 -05:00
RedEnchilada
3629a2141b Slope planes work again. I hacked an alignment fix in too. 2015-05-23 01:19:38 -05:00
RedEnchilada
89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada
3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada
8c54ee44e7 Slopey physics for some things that aren't players
This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
2015-05-22 12:33:12 -05:00
JTE
f783df718c Reset tmthing after P_CheckSector calls from Lua
tmthing must not be set outside of P_MapStart and P_MapEnd
or the game will fail a sanity check which ensures that
mobj references are not persistent across frames and crash.
2015-05-22 01:51:40 -04:00
JTE
c91cd3860b Revert "Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd."
This reverts commit 6ee50e803b.
2015-05-22 01:46:59 -04:00
RedEnchilada
fb9d07b8ba Bugfixes to sloped FOF plane clipping 2015-05-21 22:13:51 -05:00
JTE
6ee50e803b Wrapped Lua MapLoad hook in P_MapStart / P_MapEnd.
This fixes a crash if a script tries to use a MapLoad hook
to immediately edit the map in some way the moment it
finishes loading.
2015-05-21 19:55:22 -04:00
JTE
dfa8ac7ccb Added sidedef texture and offset manipulation to Lua. 2015-05-21 19:05:17 -04:00
RedEnchilada
0d9f8028b7 Players now bounce off of slopes on bouncy FOFs 2015-05-21 15:49:49 -05:00
RedEnchilada
f23f5d4379 Fix flat slopes eating jumps 2015-05-21 15:49:26 -05:00
RedEnchilada
e24595ed52 Make the crumble check account for slopes for... some reason 2015-05-21 10:17:53 -05:00
RedEnchilada
3d2b71b24c Make cameras properly collide with slopes 2015-05-21 09:36:20 -05:00
JTE
ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
RedEnchilada
7a3c5b3dd9 Scenery objects (notably, bubbles) now use slope when finding water surfaces 2015-05-20 19:21:44 -05:00
RedEnchilada
0e94cc66ff 2-in-1! Fixed slide movement AND climbing when around slopes 2015-05-20 19:08:49 -05:00
JTE
9d36cf37bd Removed EvalMath from base Lua.
EvalMath is for SOC only.
It spawns an entirely seperate instance of Lua and requires
uppercase-only strings, and it's ability to parse strings to
enums is redundant to Lua's _G table (try using
_G["MT_BLUECRAWLA"] for instance)
2015-05-20 18:44:03 -04:00
JTE
1e62be15ce ALL7EMERALDS is a boolean you idiot, not an integer. 2015-05-20 17:29:32 -04:00
RedEnchilada
7b0e98ef35 Change sliding physics and standing/rolling rules on slopes 2015-05-20 13:18:41 -05:00
RedEnchilada
1376f399d3 Sprite lighting obeys the slope overlords now 2015-05-18 00:23:44 -05:00
RedEnchilada
e7bc004bbf Sloped lights n shit 2015-05-17 23:51:38 -05:00
RedEnchilada
e83844796e Proper sorting fix for sloped FOFs and sprites 2015-05-17 21:49:13 -05:00
RedEnchilada
41573b118c I'm a dumbass 2015-05-17 12:36:06 -05:00
RedEnchilada
0af3852273 Add translucent slope renderer 2015-05-17 12:24:20 -05:00
RedEnchilada
780c568aaf Fix sprite-to-plane sorting on sloped FOFs 2015-05-17 12:03:52 -05:00
RedEnchilada
d138f7e14f Collision with FOF slopes (might be unfinished, idk) 2015-05-17 11:53:28 -05:00
RedEnchilada
8ba5b66853 Slight optimization (don't get seg ends for slopes if there are no slopes) 2015-05-16 23:55:49 -05:00
RedEnchilada
c08253d796 FOF sides now render slopified too! 2015-05-16 23:04:54 -05:00
RedEnchilada
4e11d6d615 Make FOF planes render slopedly if set 2015-05-16 22:32:12 -05:00
RedEnchilada
d81cecdac9 Minor cleanup so it stops bugging me 2015-05-16 19:59:52 -05:00
RedEnchilada
09f8dec7d1 Optimization/configuration option: No Tails on a slope line makes a slope non-dynamic 2015-05-16 00:04:19 -05:00
RedEnchilada
6fcdac494f Spawned things spawn relative to slope floor/ceiling heights now
This was a headache. :<
2015-05-16 00:02:01 -05:00
RedEnchilada
36d576adf4 I think those were being cast wrong 2015-05-15 12:36:16 -05:00
RedEnchilada
445e778309 Improvements to slope collision/landing/ejecting/fajitas 2015-05-15 12:35:54 -05:00
RedEnchilada
b69678f1a6 PLACEHOLDER, DO NOT PUSH THIS COMMIT 2015-05-15 10:23:53 -05:00
RedEnchilada
bd0b7829bb Fix rotated flats on slopes 2015-05-14 10:55:43 -05:00
RedEnchilada
e39c8aa62e Fix ceiling slopes lol 2015-05-13 21:57:47 -05:00
RedEnchilada
0cc917a0ff Plane lighting for slopes now actually acts like it should 2015-05-13 21:41:54 -05:00
RedEnchilada
2187dac49b Fix random texture triangles rendering on lines with slopes????? 2015-05-13 16:48:34 -05:00
RedEnchilada
a3358479f0 Improvements related to slope collision, and quantize momentum properly for landing 2015-05-13 16:15:32 -05:00
RedEnchilada
371e23d55d Reduce acceleration pushback to less absurd levels 2015-05-13 16:02:19 -05:00
RedEnchilada
2183912100 Change upper/lower textures to not skew by default, add new linedef flags on normal linedefs:
Effect 1: Restore skewing on upper/lower textures
Effect 2: Disable skewing on midtextures
Effect 3: Flips effect of Lower Unpegged for midtextures only
(Effect 3 w/o LU: midtexture sticks to bottom, bottom texture sticks to
upper edge. Effect 3 w/ LU: midtexture sticks to top, bottom texture
sticks to lower edge.)
2015-05-04 17:45:02 -05:00
RedEnchilada
7e13cb8b47 Fix various issues/crashes with texture alignments 2015-05-04 16:40:02 -05:00
RedEnchilada
1b9180111c Pin midtextures based on slopes, including bending on wall crossing 2015-05-04 15:15:57 -05:00
RedEnchilada
c66bb1c330 Make textures skew according to slope (midtextures not fixed yet) 2015-05-03 15:47:40 -05:00
RedEnchilada
79fedf91a0 Fix occasionally running into an invisible wall around slopes 2015-04-30 18:36:21 -05:00
RedEnchilada
3644d4d883 Minor code cleanup around renderer gunk
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
RedEnchilada
234f734fe5 Fix sprite clipping and some blocking walls being rendered around slopes 2015-04-30 00:38:51 -05:00
RedEnchilada
02d63aa011 Tweaks to slope physics + add accel rules for slopes
Your acceleration vector parallel to the slope is reduced based on slope
angle if it's going up the slope. The pull physics' momentum increase was
toned down a bit to go along with this. Also, I removed the ifdefs for
OLD_MOVEMENT_CODE because why should that be kept around?
2015-04-30 00:32:44 -05:00
RedEnchilada
fe8a2ae680 Fix compile error 2015-04-29 01:45:39 -05:00
chi.miru
c4306b624d Optimized R_DrawTiltedSpan_8 2015-04-29 02:36:18 -04:00
RedEnchilada
ae935a0955 Stop rubbing my ass on the code long enough to fix reverse gravity 2015-04-29 00:36:24 -05:00
RedEnchilada
db883f6a23 Add a bunch of slope physics
I know giant commits all at once like this are a bad thing, but
too bad I worked without staging commits and now it's all here
at once :)
2015-04-29 00:35:54 -05:00
RedEnchilada
1f0f6b64c1 Store the slope an object is resting on (if applicable) 2015-04-29 00:33:04 -05:00
RedEnchilada
de81d01fbc Fixes to slope generation (backfloor crash and wrong zdelta/zangle) 2015-04-29 00:30:39 -05:00
RedEnchilada
776b5254e6 Slope collision fixes 2015-04-29 00:29:51 -05:00
RedEnchilada
10ba850871 Fix dynamic slopes not working right in some cases 2015-04-27 14:07:04 -05:00
RedEnchilada
6694480f68 Overhaul slope collision (NOT PHYSICS) to work almost perfectly 2015-04-27 13:20:50 -05:00
RedEnchilada
58dd6d42af Add P_GetFloorZ and P_GetCeilingZ as boilerplate to facilitate better slope collision
I have not used this anywhere in the code yet.
2015-04-27 13:18:12 -05:00
RedEnchilada
0c477c685d Removing unused cruft 2015-04-26 22:20:03 -05:00
RedEnchilada
6fa1448f59 More cleanup, and made dynamic sloping more efficient/fixed memory leak 2015-04-26 21:50:50 -05:00
RedEnchilada
d0a726c00b Teeny optimization in renderer code?? 2015-04-26 13:06:45 -05:00
RedEnchilada
aeef23e816 MakeSlope_Line cleanup/fixed-point conversion 2015-04-26 13:06:23 -05:00
RedEnchilada
5070a964b9 Starting to clean up a bit of Kal's mess
I still don't know why Git reacts so strangely to the new files' line breaks...
2015-04-25 22:22:50 -05:00
RedEnchilada
bac34d783e Fix crash with ceiling slopes and line collisions 2015-04-25 20:39:18 -05:00
RedEnchilada
f130a529b1 make stupid slopes render on stupid unix stupids 2015-04-21 10:01:51 -05:00
RedEnchilada
7703eae0e8 Actually fix slope generation (also whitespace stuff) 2015-04-20 13:25:39 -05:00
RedEnchilada
f4ea285f02 Fix vertical linedefs on slopes rendering improperly 2015-04-20 12:31:30 -05:00
RedEnchilada
12202d94a9 Fix calculation of slope extent, whoops 2015-04-20 12:18:56 -05:00
RedEnchilada
779faaa93f SLOPES IN SOFTWARE MOD EHOLY SHIT 2015-04-20 02:10:14 -05:00
RedEnchilada
65719c5b99 Make wall renderer account for slopes properly (in most cases) 2015-04-19 22:20:54 -05:00
RedEnchilada
8d35c5064a Fix slope generation
Physics seem to work at least partially, but no rendering yet (not even in OGL)
2015-04-19 16:54:20 -05:00
RedEnchilada
6e1f7e5f3a Add slope files to CMakeLists 2015-04-19 16:21:19 -05:00
RedEnchilada
923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
RedEnchilada
ddd66b9eff Make A_SetObjectFlags only reset sector/bmap links if needed 2015-04-17 12:10:40 -05:00
Ronald Kinard
91934d5aec Merge branch 'next' into internal-master
Synchronize the following MRs to internal:

 * STJr/SRB2!6
 * STJr/SRB2!8
 * STJr/SRB2!9
 * STJr/SRB2!10

Conflicts:
	src/doomdef.h
	src/p_map.c
2015-04-14 19:33:38 -05:00
Furyhunter
f7c463418e Merge branch 'actual-blockmap-fix' into 'next'
Actual blockmap fix

MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).

See merge request !10
2015-04-14 20:22:25 -04:00
Furyhunter
420c90fb48 Merge branch 'serverfix' into 'next'
Re-fix the server global variable in Lua

I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.

See merge request !9
2015-04-14 20:14:17 -04:00
Furyhunter
63089c885e Merge branch 'polyobject-more-fixes' into 'next'
Polyobject more fixes

Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.

See merge request !8
2015-04-14 20:13:16 -04:00
Furyhunter
3d59e337ac Merge branch 'polyobject-scroll-hotfix' into 'next'
Polyobject scroll hotfix

Things fixed:

* Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
* The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)

See merge request !6
2015-04-14 20:10:07 -04:00
RedEnchilada
d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps 2015-04-08 21:32:07 -05:00
RedEnchilada
09345ce929 Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00
Wolfy
55bfb4ffe8 Re-fix the server global variable in Lua 2015-04-08 13:46:30 -04:00
RedEnchilada
210279625a Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences 2015-04-06 11:23:08 -05:00
RedEnchilada
1078be3c30 Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks 2015-04-06 11:22:27 -05:00
JTE
4f06650a1e Removed the small velocity boost you get for surfacing from goo.
This will prevent the goo from maintaining momentum for too long,
and shorten the amount of time before you stabilize on the surface.
2015-04-04 18:39:32 -04:00
JTE
4016d15f7b Adjusted platform-creating velocity of goo water.
Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b Making RotateThings a bit nicer?? 2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb Replace the old spinny polyobject player drifty hack thing with a new one that actually works 2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb Make polyobjects carry the same objects as conveyors for consistency 2015-04-01 17:39:20 -05:00
Alam Ed Arias
83461f49c5 Merge branch 'public_todo_next' into next
All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
MonsterIestyn
9e306394dd Guess what major breaking-news bug I just fixed B)
...

(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
bd5dcb0b0a Make sure lump name is zeroed out before writing so it always ends in a terminating char
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
a797e88bb9 Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
308a958653 yellow wanted me to push this cus it fixed md2 translucency for her test cases
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
ada9b6a9ea I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
076719e6a4 P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
d915a8142d Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
6cff0bba70 Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2d9d028bea Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
4aa0b7a2a8 Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2480382b6b remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
69f77a6c2e Not sure how these things work, but presumably this was meant to be here
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
474ad01b46 No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
af4c2fe391 Some minor cleanup for OpenGL sprite/MD2 code 2015-03-31 18:00:04 -04:00
MonsterIestyn
965bd2f694 Crawlas now use only one state for looking each 2015-03-31 17:56:06 -04:00
Ronald Kinard
2b826bd50c Merge branch 'next' into internal-master
Synchronize for STJr/SRB2!5.
2015-03-30 16:25:28 -05:00
RedEnchilada
70732f6475 Make solid midtexture trick work properly(?) for polyobjects 2015-03-30 13:06:04 -05:00
RedEnchilada
808775de02 Effect 4 on a map line now makes the front midtexture solid
(Supports Effect 5 repeating of arbitrary lengths, but not of the automatic "top-to-bottom" type; just use Impassible there!)
2015-03-29 00:49:27 -05:00
Ronald Kinard
a2af7ba305 Merge branch 'master' into next
Synchronize with master for STJr/SRB2!4.
2015-03-24 23:12:01 -05:00
Ronald Kinard
0e3ce03ca9 Merge branch 'master' into master-internal
Synchronize with public master for STJr/SRB2!4.
2015-03-24 23:07:03 -05:00
Ronald Kinard
53680903e5 Fix compilation and debugging on Windows.
Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.

This reverts the static library SRB2Core from a7135094 and instead
adds the core sources to the SRB2SDL2 target directly.

So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
d407d280ad Merge branch 'next' into internal-master
Synchronize STJr/SRB2!3
2015-03-08 21:54:47 -05:00
Ronald Kinard
ad6535ca51 Merge branch 'master' into next
Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
c43b41e183 Fix generation of SRB2DD target.
It still won't compile correctly. But this should avoid the error
messages related to it.
2015-03-08 04:30:07 -05:00
Ronald Kinard
8472075960 Prepend ASM sources with the current source directory in CMake.
This fixes generation with USEASM enabled.
2015-03-08 04:16:16 -05:00
Ronald Kinard
a713509493 Refactor CMake to allow source grouping and separation of interfaces.
Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.

In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.

Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
Ronald Kinard
f28b050c07 Append current branch name to comp version string. 2015-03-04 20:15:57 -06:00
JTE
7964f3b044 Removed the need to add "Status = 1" to all new Character select entries for it to become active.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
c1bfde0027 Fixed WGL code "device mode" breaking.
The devil is in the details.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
8d7b5941a8 Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:11 -05:00
JTE
092134ad0c Title screen cheat "devmode".
Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
MonsterIestyn
9b0e09877e gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
JTE
0dff0d84de New HD SRB2 icon by VAdaPEga.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
Alam Ed Arias
82fc6fd4c0 whitespace cleanup 2015-03-01 19:38:42 -05:00
Wolfy
19b52d19cb Have super sparks scale with the player
Fixes https://mb.srb2.org/showthread.php?t=40279

Should work fine, but do keep in mind that this fix is untested.
2015-03-01 19:38:42 -05:00
MonsterIestyn
ffc1d3cb64 Correcting a most minor math mistake
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
2d8868feca Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
f3e6770e9a Well that shows you how much we care about the old special stages *or* race!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Matt Walsh
0a7f3751f6 Add in missing super check
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8984 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
MonsterIestyn
8232dbca10 *Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Alam Ed Arias
6513954789 whitespace cleanup 2015-03-01 19:30:22 -05:00
Wolfy
627889eec1 Have super sparks scale with the player
Fixes https://mb.srb2.org/showthread.php?t=40279

Should work fine, but do keep in mind that this fix is untested.
2015-03-01 19:28:57 -05:00
Ronald Kinard
967c2a324a Merge branch 'next' into internal-master 2015-03-01 02:21:07 -06:00
Ronald Kinard
15f0670c43 Merge branch 'fix_each_time' into next
Conflicts:
	src/p_floor.c
2015-03-01 02:13:46 -06:00
MonsterIestyn
0ab6710dfa Guess what major breaking-news bug I just fixed B)
...

(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:24 -06:00
RedEnchilada
8274b529d5 Make sure lump name is zeroed out before writing so it always ends in a terminating char
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:24 -06:00
MonsterIestyn
d818b7af50 Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:23 -06:00
RedEnchilada
f6de5cc4d9 yellow wanted me to push this cus it fixed md2 translucency for her test cases
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:22 -06:00
RedEnchilada
a30222d8e6 I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:22 -06:00
MonsterIestyn
643dc4cbaa P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:21 -06:00
MonsterIestyn
16b2dc3b54 Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:20 -06:00
MonsterIestyn
fb47b046da Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:20 -06:00
MonsterIestyn
32bf550d08 Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:19 -06:00
MonsterIestyn
e83fa3dc43 Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time?
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
ff8c09922d Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:18 -06:00
MonsterIestyn
55c1ad4368 tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
MonsterIestyn
a486b70bed remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:16 -06:00
MonsterIestyn
860a9172e4 Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:15 -06:00
MonsterIestyn
29b422ca10 Not sure how these things work, but presumably this was meant to be here
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:14 -06:00
Alam Ed Arias
51b783e85a cmake: Fixes to allow MSVC to compile
running is another story

Author:    Ronald Kinard <furyhunter600@gmail.com>
Date:      Wed Jan 28 02:09:03 2015 -0600

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9013 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:07:18 -06:00
MonsterIestyn
234300d4b6 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:03 -06:00
MonsterIestyn
06039bbd9b No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:02 -06:00
MonsterIestyn
c93ae69d9d Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE
1d87f7d193 Removed default character select entries from hardcoding.
Find them in MAINCFG in player.dta instead, where they belong. This means that player.dta finally contains ALL playable character-related data, with none of it in the iwad or exe.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9003 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:00 -06:00
JTE
272d8e3f91 Removed the need to add "Status = 1" to all new Character select entries for it to become active.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
JTE
301f33f2b7 Fixed WGL code "device mode" breaking.
The devil is in the details.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
MonsterIestyn
eef1406bd8 WARNING: I HAVE PROBABLY JUST BROKEN 3/4 OF THE GAME WITH THIS COMMIT PolyObject setup is now much simplified: First line alone spawns a PolyObject, PolyObject Params apply extra settings Disabled Explicitly Include Line for the meantime, since goodness knows how anyone's supposed to use that at all (let alone working properly) Starting translucencies from PO Params is stored for reference in netgames
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9000 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:58 -06:00
JTE
3a0f5fd2ae Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:57 -06:00
JTE
b29a3958e0 Title screen cheat "devmode".
Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:56 -06:00
MonsterIestyn
ab78b722d5 gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:55 -06:00
JTE
2e8a5a3495 Updated dehacked.c to match info.h new player states.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8996 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
JTE
b7e3dfbd74 Updated version number to 2.2 and enabled active dev mode ("Trunk" versionstring and no MD5 checking on main wads)
We're officially into 2.2 development now, yay! \o/

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8995 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
JTE
bfbd326821 New HD SRB2 icon by VAdaPEga.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
JTE
b2681984a6 Merge branch 'player-animations'
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
MonsterIestyn
c15153053c Correcting a most minor math mistake
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8992 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:37 -06:00
MonsterIestyn
93734b6d60 Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!
Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:36 -06:00
Matt Walsh
58516ebe10 Well that shows you how much we care about the old special stages *or* race!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:35 -06:00
Matt Walsh
389299230d Add in missing super check
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8984 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:35 -06:00
MonsterIestyn
5d1ef1ff31 *Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:34 -06:00
Alam Ed Arias
2609745b51 it was me, Duo! 2015-02-06 10:22:16 -05:00
Alam Ed Arias
ed0d70feca do not typedef off_t when we do not need to 2015-02-05 17:32:27 -05:00
Alam Ed Arias
542295c863 remove comptime.h from cmake file list 2015-02-05 17:32:26 -05:00
Ronald Kinard
062a746fdd Further fix IPv4 when IPv6 is available 2015-02-05 15:36:07 -06:00
Ronald Kinard
ae05613460 Fix IPv4 connectivity when IPv6 is enabled 2015-02-05 00:32:54 -06:00
Alam Ed Arias
3d498fe894 VERSIONSTRINGW is funny 2015-02-02 15:21:58 -05:00
Alam Ed Arias
7cf1a1aab8 fixup cmake merge 2015-02-02 14:58:51 -05:00
Ronald Kinard
e08bd45227 cmake: Separate debug symbols on gcc
Only when actually making the debug target though!
2015-02-01 22:14:52 -06:00
Ronald Kinard
d7015d1492 cmake: Fix nasm/add yasm support
Tested to work on MSVC, mingw-gcc
2015-02-01 21:25:02 -06:00
Ronald Kinard
194ce626e1 cmake: Add nasm support
Enables ASM-NASM and adds tmap*.nas to sdl target.

No idea if this actually works.
2015-02-01 19:18:25 -06:00
Ronald Kinard
8d3b948e1b cmake: Fix compilation for MSVC 2015
snprintf is now available in MSVC 2015!
2015-02-01 19:02:08 -06:00
Ronald Kinard
ec79756c42 cmake: copy DLLs to build directory in MSVC
this is done as a POST_BUILD step
2015-01-31 22:40:36 -06:00
Ronald Kinard
4d3a7dd8fb cmake: fix NDEBUG on Debug
wow i'm stupid
2015-01-29 00:17:47 -06:00
Ronald Kinard
70f046a320 cmake: on mac, check Resources in bundle first.
on non debug, check assets folder in src as well
2015-01-28 23:38:40 -06:00
Ronald Kinard
e54338ef01 cmake: fix Windows linking 2015-01-28 23:20:21 -06:00
Ronald Kinard
57037e4124 cmake: fixes to enable linux compilation
string.c, capitalization, find fixes
2015-01-28 20:15:24 +00:00
Ronald Kinard
68f8a5b0f9 cmake: build bundle and dmg on install/package 2015-01-28 19:29:16 -06:00
Ronald Kinard
0909fce2e3 cmake: Configure source via cmake
silently fixing a bad malloc here too shhhhhhhhh
2015-01-28 18:03:41 -06:00
Ronald Kinard
53799eb390 cmake: Add CPack Package Generation
Generates zips only at the moment
2015-01-28 16:42:05 -06:00
Ronald Kinard
1c9de50ad2 cmake: Search SDL2_main separately for MSVC 2015-01-28 15:33:29 -06:00
Ronald Kinard
20d6a7e675 cmake: exe icon on windows 2015-01-28 02:12:14 -06:00
Ronald Kinard
2f1367aab6 cmake: Fixes to allow MSVC to compile
running is another story
2015-01-28 02:09:03 -06:00
Ronald Kinard
495ea65cc5 Add GME and SDL2_mixer
Also support dynamic/static opengl switching
2015-01-28 01:20:43 -06:00
Ronald Kinard
479ebc3f94 Add Xcode target support
It is really messy at the moment. There is no support for copying the
necessary frameworks and dylibs out to the bundle for distribution, and
it is a frankenstein of manual find_library and find_package which can
sometimes pick up Homebrew dylibs.
2015-01-28 00:58:30 -06:00
Ronald Kinard
05f5ec664a Initial CMake support pass
Compiles the SDL2 target on Windows successfully
2015-01-27 23:46:39 -06:00
Alam Ed Arias
45e8ec34a6 always turn on LFS support when compiling for a Linux/GNU system with libpng support 2015-01-10 17:35:36 -05:00
Alam Ed Arias
e28882a56d oh, nPlaneVerts is a size_t?, well, then we need to use sizeu#() 2015-01-10 17:27:24 -05:00
Alam Ed Arias
f5cd1d5ebc add check on write failed in old TGA screenshot code 2015-01-10 17:26:29 -05:00
Alam Arias
0c106a4ccc I await the rise of AltimitOS because seriously, fuck this nonsense 2015-01-09 23:56:00 -05:00
Alam Arias
8bee6bef59 Make sure clear_conditionsets feeds in 1 to MAXCONDITIONSETS instead of 0 to MAXCONDITIONSETS-1, so that M_ClearConditionSet can use them all properly AND clear all condition sets properly.
Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
2015-01-09 23:55:56 -05:00
Alam Arias
7535bb261f Account for the separation of F11 and F12 in the keycodes list 2015-01-09 23:55:52 -05:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias
d959d0e462 Merge remote-tracking branch 'wolfy852/patch-2' into next 2014-11-29 13:08:32 -05:00
Ronald Kinard
54f0d0c110 IN PROGRESS: porting eternity slopes from srb2cb 2014-11-18 18:45:57 -06:00
Sryder13
3f1bb6359f Merge remote-tracking branch 'upstream/master' 2014-11-14 22:21:07 +00:00
Sryder13
e90286ae52 Fix the polyobject crash 2014-11-14 22:19:44 +00:00
Ronald Kinard
3fd2a705ee Maybe this is the last warning related commit? 2014-11-14 00:04:54 -06:00
Ronald Kinard
98c3c3a3ae More warning squashing 2014-11-13 23:09:57 -06:00
Ronald Kinard
3eafca0dc1 Fix compile errors on win32, warnings elsewhere 2014-11-13 22:58:08 -06:00
Ronald Kinard
2feda0b560 Fix second joystick in sdl 2014-11-13 22:34:47 -06:00
Ronald Kinard
be1565fce3 Add support for new HWR functions in win32 and sdl12 2014-11-13 22:34:09 -06:00
Ronald Kinard
869c4241eb Restrict mouse to window when in focus 2014-11-13 19:18:24 -06:00
Ronald Kinard
d056e82b3b Parse GL version correctly. 2014-11-13 18:20:32 -06:00
Ronald Kinard
d8484a86e0 Virtual resolutions in OpenGL
Also made fades use core functions if they are available.
2014-11-13 18:06:38 -06:00
Ronald Kinard
5d0eafb26a Fix MOUSE4/MOUSE5
MOUSE6-8 will not be supported on SDL2 as there is no interface for them.
2014-11-13 15:31:32 -06:00
Ronald Kinard
80891e916d Use scancodes instead of keycodes for locale independence.
ONLY US KEYBOARDS SUPPORTED! THAT'S HOW WE DO IT IN AMURRICA
2014-11-13 15:19:39 -06:00
Ronald Kinard
0913bd44af Fix mouse warping
In some cases, the warp back to center was being detected as a mouse motion, causing all sorts of silliness with the mouse. The workaround is by only using the first motion event and ignoring every event after that, until the next call to I_GetEvent.
2014-11-13 03:51:33 -06:00
Ronald Kinard
b82f64dea5 Display error window on crash 2014-11-13 01:51:29 -06:00
Ronald Kinard
4c55b5db20 Center only on display 1. No more multimonitor span. 2014-11-13 01:36:06 -06:00
Ronald Kinard
b7e8d7d044 Fix -nomouse 2014-11-13 01:04:17 -06:00
Alam Ed Arias
a721528c50 DunceEnchilada had been glared at 2014-11-12 09:28:14 -05:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
3fe4921a24 Merge remote-tracking branch 'origin/master' into next 2014-11-02 01:12:23 -05:00
Alam Ed Arias
6d773c54a5 Use OpenGL 1.3 in static builds and on SDL interfaces 2014-11-02 01:11:59 -05:00
Alam Ed Arias
be73e84245 Merge remote-tracking branch 'origin/master' into next 2014-11-02 01:32:33 -04:00
JTE
9d1da548aa Fix hardware / r_opengl warnings. 2014-11-02 01:31:38 -04:00
Alam Ed Arias
aa612bcf91 whiteline checkup 2014-11-02 01:31:36 -04:00
Sryder13
0c0ede6f18 OpenGL: Polyobject Planes 2014-10-27 20:57:45 +00:00
ilag11111
97b61eb66d Each Time Fix Fix: Don't infinite loop when each time is set to trigger on exit. 2014-10-02 10:26:12 -07:00
Wolfy
197e5fce55 Change super transformation to freeze momentum instead of bitshifting
Fixes https://mb.srb2.org/showthread.php?t=39921 where the issue before was that when you transformed your momentum would still have you moving slowly, which could cancel out the animation.
2014-10-01 21:19:32 -05:00
ilag11111
2191e5b9de Each Time Fix: Multiple players simultaneously entering a sector, e.g. Tails carries one in. 2014-10-01 13:49:44 -07:00
Sryder13
1ab29ba96a Merge remote-tracking branch 'upstream/master' 2014-09-12 20:53:55 +01:00
Sryder13
781dd16fa6 Fix THOK MD2's not rotating with camera
Will also fix any other case that an mobj has a skin and a single frame.
2014-09-10 00:22:39 +01:00
Sryder13
987f9f5c26 Quick sky fix 2
walls not extending down when a thok barrier has top textures and both
ceilings have sky.
2014-09-09 23:57:12 +01:00
Sryder13
cee8fff7b3 Quick sky fix
Avoid Z-Fighting on the depth wall with the regular walls to stop the
possibility of regular walls being made partially invisible.
2014-09-09 01:59:19 +01:00
Sryder13
b2852ec0f4 OpenGL: Sky culling
Gets rid of stuff being drawn where the sky should be being drawn.
2014-09-08 23:29:05 +01:00
Sryder13
bc0b5505a8 OpenGL: Fix sky drawing
sky positioning and scaling more correct compared to software.
2014-09-08 00:55:32 +01:00
Alam Ed Arias
dc6f798a43 Merge remote-tracking branch 'origin/master' into next 2014-09-05 20:26:07 -04:00
Ronald Kinard
5b07cf8ff0 SDL2: Add 1600x1200 mode 2014-09-05 20:25:06 -04:00
Ronald Kinard
399eddefe6 SDL2: Do not use xinput, force directinput
Fixes axes issue with xinput controllers.
2014-09-05 20:24:57 -04:00
Ronald Kinard
31abd19f75 SDL2: Reimplement some stubbed commands
Also remove some unnecessary functions.
2014-09-05 20:24:39 -04:00
Ronald Kinard
eece38609e SDL2: Fix 320x200 mode 2014-09-05 20:24:25 -04:00
Ronald Kinard
c97eef238e Use gcc_struct on ATTRPACK too 2014-09-05 20:23:38 -04:00
Wolfy
8a4ec56ef5 Merge the dedicatedserver and server global variables
Previously in Lua, dedicatedserver would only return true if the player running the script was the one hosting the dedicated server. In all other cases, it would return nil. This fixes it to point to the server host no matter what.
2014-09-05 20:23:32 -04:00
Sryder13
ca0f0bf2fd OpenGL Fade masks
I think I've done this all right, someone correct me if I haven't.
2014-09-04 01:35:29 +01:00
Sryder13
da2b6f2c01 Fix certain textures with holes in
see: CEZ1 skybox in linear filtermodes.
2014-09-03 02:10:47 +01:00
Sryder13
d96eaa768c else added
less redundancy.
2014-08-30 14:36:18 +01:00
Sryder13
ae27ace7fe Polyobject translucency quick fix.
I realise what I did before may cause FOF's in the same sector to not be
drawn, if they were before.
2014-08-30 14:20:07 +01:00
Sryder13
278f2e9b66 Polyobject top/bottom texture + translucency
polyobjects do have top/bottom textures, silly.
And translucency.
2014-08-30 14:10:55 +01:00
Alam Ed Arias
b1e1163b91 evil changes 2014-08-27 22:43:10 -04:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Arias
81cbdcccd5 Merge pull request #28 from wolfy852/master
Remove momentum reduction in CA_JUMPTHOK
2014-08-26 21:29:24 -04:00
Alam Ed Arias
d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Wolfy
53c791b29c Remove momentum reduction in CA_JUMPTHOK
Also add new multiability handling for it
2014-08-04 13:38:19 -05:00
Alam Ed Arias
d066a7a6d1 Change mixer panning to make sense (for SDL12)
This makes positional audio in sdl work correctly (things to the left
    play sounds in the left speaker)
2014-08-04 11:57:29 -04:00
Ronald Kinard
8eef7239b2 Change mixer panning to make sense
This makes positional audio in sdl work correctly (things to the left
play sounds in the left speaker)
2014-08-04 02:48:18 -05:00
Ronald Kinard
25739b38e3 INTERFACE=sdl 2014-08-04 00:27:12 -05:00
Ronald Kinard
a0f959e597 Fix Makefile to target sdl correctly 2014-08-04 00:04:03 -05:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
ab9934932e Merge branch 'master' into next 2014-08-03 23:41:57 -04:00
Alam Ed Arias
0386516946 Merge remote-tracking branch 'Furyhunter/sdl2' 2014-08-03 21:02:24 -04:00
Alam Ed Arias
e2d3ce1aed keep the old SDL interface 2014-08-03 21:02:04 -04:00
Alam Ed Arias
13f3fbac2e Merge branch 'master' into next 2014-08-02 11:11:09 -04:00
Alam Ed Arias
cd97685e5a fix build for sh sheel 2014-08-02 11:10:00 -04:00
Alam Ed Arias
abce10fd65 Merge branch 'master' into next 2014-07-29 15:53:53 -04:00
Alam Ed Arias
d8eceeb0ac add build is done message into Makefile 2014-07-29 14:14:59 -04:00
Ronald Kinard
03fe3bdad2 Replace sdl with sdl2
SDL1.2 is dead, long live SDL
2014-07-26 02:06:00 -05:00
Ronald Kinard
87df25a58c sdl2: Fallback resolution for gl fullscreen
to avoid a crash
2014-07-26 00:56:30 -05:00
Ronald Kinard
3a1a0c8871 sdl2: fix mouse grabbing in windowed
Should now ignore all motion events and not warp the mouse when the
window is out of focus.
2014-07-25 23:47:14 -05:00
Ronald Kinard
1bfea632c9 sdl2: windows exe rename srb2sdl2.exe 2014-07-25 23:08:37 -05:00
Ronald Kinard
e3c7bc0637 sdl2: Slow the mouse a bit
Fixes Furyhunter/SRB2#1 but probably makes mouse speed too slow on
Linux. Whatever.
2014-07-25 22:55:48 -05:00
Alam Ed Arias
424d6531c9 Merge remote-tracking branch 'Furyhunter/sdl2' into sdl2 2014-07-25 20:00:46 -04:00
Alam Ed Arias
d438a8f8c2 doh, I forget one, and in SDL2's Makefile.cfg 2014-07-25 19:44:43 -04:00
Alam Ed Arias
f03e591f64 change SDL into HAVE_SDL 2014-07-25 19:10:24 -04:00
Ronald Kinard
b429cce3b6 sdl2: add -borderless option for windowed 2014-07-24 22:35:04 -05:00
Ronald Kinard
ce8d82aa52 sdl2: oops it should be 32 bpp in softblit 2014-07-24 21:46:35 -05:00
Ronald Kinard
93e00cc694 sdl2: -softblit, use smaller texture format
-softblit uses SDL2 software renderer backend for blitting
2014-07-24 21:32:47 -05:00
Ronald Kinard
8b0f374bfe sdl2: potential huge perf. boost to software
SDL_UpdateTexture is apparently not good for streaming textures.
So instead, I did SDL_LockTexture/Unlock.
2014-07-24 19:18:48 -05:00
Ronald Kinard
005b502756 sdl2: limit fullscreen resolution in OpenGL 2014-07-24 03:15:35 -05:00
Ronald Kinard
8890722223 sdl2: handle no AF support correctly (1, not 0)
GL_EXT_texture_filter_anisotropic is cool I guess
2014-07-24 03:03:41 -05:00
Ronald Kinard
39603487ec sdl2: restore anisotropic filtering support in gl 2014-07-24 03:01:16 -05:00
Ronald Kinard
716aa1f33a sdl2: fix mouse motion (remove -mousewarp) 2014-07-24 02:51:46 -05:00
Ronald Kinard
0d82e3b54b sdl2: reorder graphics initialization
GL Initialization needs to happen before window creation,
otherwise the GL library will get reloaded while in use and
Windows will have a heart attack. This is bad, obviously.
2014-07-24 00:20:34 -05:00
Ronald Kinard
4433be194f sdl2: software: clear window on mode change 2014-07-23 23:21:19 -05:00
Ronald Kinard
73e99fa96c sdl2: I_Error if we can't create gl context 2014-07-23 23:15:31 -05:00
Ronald Kinard
fc075e4c81 sdl2: use ABGR8888 texture on little endian system
This is a massive performance boost on slow processors, because
before, the intermediary buffer had to be swizzled to ABGR8888
before being uploaded -- for large resolutions this was an
enormous performance penalty.
2014-07-23 23:02:21 -05:00
Ronald Kinard
345b59f6f5 sdl2: code cleanup 2014-07-23 21:45:36 -05:00
Alam Ed Arias
a103697dd0 isFullscreen is unused? 2014-07-23 22:05:03 -04:00
Alam Ed Arias
1a731fb463 there no fade for non mixer builds 2014-07-23 22:04:46 -04:00
Ronald Kinard
9a4b2bd360 sdl2: restore vsync option (use sdl swap interval) 2014-07-23 19:46:12 -05:00
Ronald Kinard
20f871bd84 sdl2: opengl compiles fine, no TESTHW=1 needed 2014-07-23 19:43:15 -05:00
Ronald Kinard
d078e3e17f sdl2: fix opengl (almost) entirely 2014-07-23 19:39:41 -05:00
Ronald Kinard
fea559398a sdl2: we have colored rects in gl now I guess 2014-07-22 02:23:51 -05:00
Ronald Kinard
0a37bdf76d sdl2: start getting opengl working again 2014-07-22 01:23:08 -05:00
Ronald Kinard
145618785c sdl2: reuse window on mode change 2014-07-21 22:41:01 -05:00
Ronald Kinard
2618b1dd0b sdl2: truncate resolution list, add 16:9 hdtv modes 2014-07-21 22:16:34 -05:00
Ronald Kinard
1ac1d04cca sdl2: joystick fixes. don't pause in demo play/rec 2014-07-21 21:32:18 -05:00
wolfy852
9ab60d1295 Add LUA_EvalMath to Lua with function name EvalMath 2014-07-19 17:46:53 -05:00
wolfy852
d6b466b7dd Add skin flag for running on water 2014-07-05 03:23:49 -05:00
wolfy852
39ce16a468 Add the Jump Thok ability for use by custom characters 2014-07-05 02:50:07 -05:00
Alam Ed Arias
c130be77b1 Merge remote-tracking branch 'RedEnchilada/next' into next
Also clean up whitespaces
2014-06-19 13:00:36 -04:00
RedEnchilada
37d3780458 Add hook for chat messages, including csays 2014-06-18 15:28:09 -05:00
Alam Ed Arias
b520d61ba2 Merge branch 'master' into sdl2 2014-05-27 15:19:18 -04:00
Alam Ed Arias
15f976a06c Merge branch 'master' into next 2014-05-27 15:19:08 -04:00
Alam Ed Arias
b511294749 Merge remote-tracking branch 'Sryder13/master' 2014-05-27 15:14:55 -04:00
wolfy852
a8f5406233 Add P_Telekinesis and P_IsFlagAtBase to Lua. 2014-05-25 21:41:05 -05:00
Wolfy
9987d132fb Add P_DoSpring to base library. 2014-05-24 12:51:59 -04:00
Wolfy
f509c56e3c Unstatic P_DoSpring. 2014-05-24 12:49:15 -04:00
Wolfy
5316f8da96 Add P_SpawnSpinMobj to base library. 2014-05-24 12:46:46 -04:00
Wolfy
3f1038dcbe Unstatic P_SpawnSpinMobj. 2014-05-24 12:46:10 -04:00
Wolfy
ec443af3d9 Add P_SpawnThokMobj to Lua base library.
I don't know too much about this but I THINK I did it right.
2014-05-24 12:35:01 -04:00
Wolfy
ed82755b6d Unstatic P_SpawnThokMobj. 2014-05-24 12:30:33 -04:00
ilag
d8234f408b Ensures the force shield's movecount is correctly set before comparing 2014-05-15 11:36:17 -07:00
ilag11111
aafc0bcb0d Ensures that the force shield's sprite returns to the proper state after receiving an invincibility monitor.
Fixes http://mb.srb2.org/showthread.php?p=752815
2014-05-14 16:27:37 -07:00
Alam Ed Arias
d597856c8f Merge branch 'master' into sdl2 2014-05-02 21:32:31 -04:00
ilag
1af18c7013 Redo all changes I ended up losing trying to undo the mess I made.
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Alam Ed Arias
0f8269fe6f merge sdl interface changes into SDL2 interface 2014-05-02 09:33:57 -04:00
Alam Ed Arias
f3bd8c6ef4 Merge branch 'master' into sdl2 2014-05-02 09:01:51 -04:00
Alam Ed Arias
ea7abe7c44 Merge branch 'master' of https://github.com/ilag11111/SRB2 2014-05-02 08:49:30 -04:00
ilag11111
b21d5c55c9 Uses fixed-point math to properly calculate the exact amount of space needed. 2014-04-25 13:17:05 -07:00
ilag11111
f7bbf8c6d0 Improved fix by changing the formula for how memory is allocated to arbitrary sample rate conversion. 2014-04-25 12:42:43 -07:00
ilag11111
60a115b0a7 Fix (Linux) 64-bit crash in CEZ3 (playback of sfx_litng3). 2014-04-25 00:37:13 -07:00
Dmitry Marakasov
7d52913add Make endianess detection more flexible
And fix it on FreeBSD, where _BIG_ENDIAN is not a flag indicating
big endian machine, but a constant to compare _BYTE_ORDER to.
2014-04-25 02:40:19 +04:00
Sryder13
c5aa433167 Merge remote-tracking branch 'upstream/master' 2014-04-24 15:37:07 +01:00
Alam Ed Arias
5b5fbe9aad fix suport for libpng 1.6 2014-04-21 23:07:02 -04:00
Sryder13
46e84465e8 OpenGL: FOF Cutting Fix 2
Fixes Translucent FOF's cutting Solid FOF's.
2014-04-20 10:35:50 +01:00
Sryder13
a230368c3d Merge remote-tracking branch 'upstream/master' 2014-04-20 10:33:47 +01:00
Alam Ed Arias
26d2d37d31 Merge branch 'master' into sdl2 2014-04-19 13:42:23 -04:00
Alam Ed Arias
8a9759a3e4 SRB2 2.1.8 release 2014-04-19 13:41:29 -04:00
Sryder13
bae7b5b2ac OpenGL: FOF cutting fix
Fixes any FOF's with FF_SOLID not cutting each other.
2014-04-19 17:21:30 +01:00
Alam Ed Arias
f3e8c01565 Update interfaces I_UpdateMumble function 2014-04-18 11:16:18 -04:00
Alam Ed Arias
a4919454e8 Merge branch 'master' into sdl2 2014-04-17 20:46:35 -04:00
Alam Arias
7fb530fd18 grr, shadows 2014-04-17 17:52:33 -04:00
Alam Ed Arias
d6e48e2168 whitespace cleanup 2014-04-17 17:47:51 -04:00
RedEnchilada
fa79c1856c Make player seethru code account for cut-away view 2014-04-17 13:46:40 -05:00
Alam Ed Arias
cb9f07fae8 Merge branch 'master' into sdl2 2014-04-17 14:04:02 -04:00
Alam Ed Arias
65c75f413c SDL2: disable hardware support by default for now 2014-04-17 14:02:51 -04:00
Sryder13
098eb28036 OpenGL Multi-Property FOF's
Multi-Property FOF's have their multiple side properties display in
OpenGL.
2014-04-17 13:02:34 +01:00
Sryder13
5b324924ff Undo MD2 Spin Frame Interpolation
Because apparently people don't like them like that.
2014-04-17 11:57:10 +01:00
Alam Ed Arias
537ad47d00 Will the real 2.1.7 release please stand up? 2014-04-15 22:20:13 -04:00
Alam Ed Arias
6b3a982434 Merge branch 'master' into sdl2 2014-04-15 13:57:39 -04:00
RedEnchilada
766f4c4acb Render skybox from proper place for cutaway view
(Disclaimer: I don't know C at all)
2014-04-15 12:39:23 -05:00
Alam Ed Arias
8b90b0c39e Merge branch 'master' into sdl2 2014-04-14 01:16:06 -04:00
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
8fea599bf8 disable x11 check 2014-04-09 19:55:05 -04:00
Alam Ed Arias
2005421a7e Merge remote-tracking branch 'ilag11111/sdl2' into sdl2
Conflicts:
	src/sdl2/i_video.c
2014-04-09 19:47:11 -04:00
ilag11111
c206d55568 Adds command line parameter -mousewarp to control the use of warping in place of grabbing. Works around bugs in certain versions of X. 2014-04-09 14:40:54 -07:00
Alam Ed Arias
a3f387200e XINPUT2 support check
reable check for x11 and check if XINPUT2 support before enable mouse grab mode
TODO: need to restore non-mousegrab code?
2014-04-09 14:57:47 -04:00
Alam Ed Arias
57c1fd602c clean up SDL2 video interface code 2014-04-09 14:54:15 -04:00
Alam Ed Arias
0aaaf067e3 update SDL2 interface to use SDL_JoystickNameForIndex 2014-04-09 14:54:15 -04:00
Alam Ed Arias
c59df51d19 Merge branch 'master' into sdl2
Conflicts:
	comptime.sh
2014-04-09 14:54:06 -04:00
Alam Ed Arias
2bd6573f5f grsoftwarefog is still hardware only 2014-04-09 14:52:38 -04:00
ilag11111
025523f3e3 Fix the previous commit to work on Linux32. Add more comments. 2014-04-08 19:19:23 -07:00
ilag11111
0306c1834a Disables input grabbing in Linux; allows alt-tabbing and other actions. 2014-04-08 19:02:45 -07:00
Alam Ed Arias
cec63aa4c0 restore ISO C90 support in r_opengl 2014-04-08 12:01:26 -04:00
Sryder13
b63e99efd8 OpenGL Screen Flip
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Sryder13
81627a847f Merge https://github.com/STJr/SRB2 2014-04-07 17:01:56 +01:00
Alam Ed Arias
25448dec36 Compile Win32 EXE with -gdwarf-2 2014-04-07 10:03:14 -04:00
Sryder13
7e04e679a9 Player Spin Frame MD2 Interpolation
Player spin frames on MD2's interpolate correctly when moving slowly.
2014-04-07 12:37:15 +01:00
Ronald Kinard
ec559c84c1 sdl2: Fix mouse motion in fullscreen 2014-04-06 22:36:47 -05:00
Ronald Kinard
1882cf9233 sdl2: fix tabbing on last few commits 2014-04-06 21:50:56 -05:00
Ronald Kinard
080f8e4008 sdl2: restore joystick code
remarkably it still works even though the API has changed.
2014-04-06 21:43:40 -05:00
Ronald Kinard
6ea03a23b4 sdl2: Revert -win flag behavior, was glitchy 2014-04-06 21:23:59 -05:00
Alam Ed Arias
0ae6d5ae29 merge sdl interface changes into SDL2 interface 2014-04-06 19:01:04 -04:00
Alam Ed Arias
ea2e1a1144 Merge branch 'master' into sdl2 2014-04-06 18:38:04 -04:00
Sryder13
56fbdfdad3 OpenGL Translucent Midtexture Fix
Translucent Midtextures using holes with textures in them now work when
there is no FOF's above their sector.
2014-04-05 22:13:09 +01:00
Sryder13
fc12fc7cd4 OpenGL Screen Fading Fix
Screen Wipes now work as they did in 2.0.x.
2014-03-31 23:47:12 +01:00
Sryder13
d75d7cd09a OpenGL Splitscreen Fix
First screen in split-screen is now not completely black.
2014-03-31 00:07:55 +01:00
Sryder13
9f0aacb059 MD2 Texture load fix
Fixes MD2's using sprites on the first frame when they're loaded.
2014-03-30 17:45:58 +01:00
Sryder13
652f3395a9 Merge https://github.com/STJr/SRB2 2014-03-28 23:29:20 +00:00
Sryder13
fc978c79bb OpenGL wall Y offset
Fixed wall textures breaking when Y offset of the wall was too high.
2014-03-28 23:28:00 +00:00
Alam Ed Arias
a80d925daf Merge branch 'master' of github.com:STJr/SRB2 into sdl2 2014-03-28 11:59:57 -04:00
Alam Ed Arias
1b0b9fa537 Merge branch 'master' of https://github.com/ilag11111/SRB2
With whitespace fixup
2014-03-28 11:58:35 -04:00
ilag11111
544682f140 Proof of concept fix for Sonic not being MD2-able 2014-03-27 18:04:03 -07:00
Alam Ed Arias
bf51c09ea3 2.1.6 release
Merge branch 'master' of github.com:STJr/SRB2 into sdl2
2014-03-24 22:28:59 -04:00
Alam Ed Arias
32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias
d040190a66 Merge branch 'master' of github.com:STJr/SRB2 into sdl2 2014-03-24 19:47:14 -04:00
Alam Ed Arias
a9c2395e8d SDL interface no longer use FMOD.dll 2014-03-24 19:40:54 -04:00
Alam Ed Arias
69d3f325f5 off_t for linux onl;y 2014-03-24 19:40:04 -04:00
Alam Ed Arias
f5b4187af6 disabled DEBUG section because of use of SDL_VideoDriverName() 2014-03-24 19:39:42 -04:00
Alam Ed Arias
21fc19f9d0 Win32 CPU cpuinfo was also using SDL_MMXExt() and SDL_Had3DNewExt() 2014-03-24 19:39:05 -04:00
Sryder13
3fbe3d38d3 OpenGL Patch Fill Fix
Patch Fill Drawing for intermission has been fixed to loop properly in
non aspect correct resolutions.
2014-03-24 20:06:13 +00:00
Sryder13
b075d1e3fa Redwall sky gone
More redwall sky shenanigans gone.
2014-03-24 17:29:14 +00:00
Sryder13
9e10e3278b Negative Light
Light no longer goes wrong when lightlevel of a sector is negative.
2014-03-24 17:11:45 +00:00
Sryder13
770c7eeade LightLevelToLum gone
LightLevelToLum unused by everything now, it seemed to be giving wrong
values for lightlevels.
2014-03-24 16:11:25 +00:00
Sryder13
103258e364 OpenGL Flipped Patch Drawing
V_FLIP in OpenGL.
2014-03-23 23:37:44 +00:00
Alam Ed Arias
bb6688107b bump Srb2mac project 2014-03-23 12:06:07 -04:00
Alam Ed Arias
15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias
3a5fcc58da Let steal some OpenGL fixes
Merge branch 'master' of https://github.com/Sryder13/SRB2
2014-03-23 10:31:31 -04:00
Sryder13
734d6b56f0 OpenGL Flashpal Flashes
Fixed flashes for OpenGL Nukes/Teleports etc.
2014-03-23 00:04:35 +00:00
Alam Arias
5e24fe8937 Fixup Srb2Mac to exclude srb2.srb from Lite pack 2014-03-22 16:09:41 -04:00
Alam Ed Arias
2b781d82d5 Quartz is evil, we need to ask for a new modeList 2014-03-22 15:54:46 -04:00
Sryder13
9386b3900b OpenGL remove HOMs
Removes HOMs from OpenGL.
This also seems to have made skyboxes not draw ontop of everything else
on Intel GPU's.
2014-03-22 17:17:40 +00:00
Sryder13
1f452953b6 Post processor skybox
Post processing no longer done in the skybox.
2014-03-22 14:52:32 +00:00
Sryder13
7b6aeefea0 Hopefully correct
Pulled
2014-03-21 21:40:37 +00:00
Sryder13
ec902fed52 OpenGL Intermission picture fix
Fixes intermission pictures being taken in OpenGL.
2014-03-21 20:28:41 +00:00
Alam Arias
dcaac56f9a bump SRB2Mac version 2014-03-21 16:05:12 -04:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
505ea76834 SRB2 2.1.4 release 2014-03-21 14:42:55 -04:00
Sryder13
c72fc0f10d Warning gone.
Hopefully.
2014-03-21 18:03:40 +00:00
Ronald Kinard
be96974742 sdl2: Fix mouse button input 2014-03-20 23:37:57 -05:00
Ronald Kinard
d298aa8e0d sdl2: Restore mouse motion support 2014-03-20 22:37:26 -05:00
Ronald Kinard
4c636123a4 sdl2: Bump up mixer support to SDL2_mixxer 2014-03-20 21:54:02 -05:00
Ronald Kinard
3839c2fd58 sdl2: Zero out buffer on sound callback 2014-03-20 20:07:50 -05:00
Ronald Kinard
40de8ea630 sdl2: Make -win toggle cvar instead of disabling fullscreen 2014-03-20 17:48:10 -05:00
Ronald Kinard
ad1b9f93c8 sdl2: Fix changing between fullscreen/windowed 2014-03-20 17:26:07 -05:00
Sryder13
24681013d1 Opaque translucent midtextures
Fixed translucent midtextures being opaque when there were multiple
lights in a sector.
2014-03-20 20:34:56 +00:00
Sryder13
dd16f58e38 OpenGL Skybox
OpenGL skyboxes.
Slight change to sky vertical offsetting.
2014-03-20 20:13:15 +00:00
Sryder13
7aa960d6d5 Software Cropped Patches
Fixed the stupid error I made that was causing software to not draw
cropped patches.
2014-03-20 10:29:53 +00:00
Ronald Kinard
beb2672f40 sdl2: fix mode changing 2014-03-20 02:26:02 -05:00
Ronald Kinard
559c7ceb4d sdl2: aspect correction in fullscreen, clear on blit 2014-03-20 02:14:03 -05:00
Ronald Kinard
3b137d094a sdl2: support windowed fullscreen as default 2014-03-20 02:08:45 -05:00
Ronald Kinard
715a12ff08 sdl2: support all windowed mode resolutions 2014-03-20 01:09:52 -05:00
Ronald Kinard
5273989dcd sdl2: restore keyboard input 2014-03-19 20:19:31 -05:00
Ronald Kinard
63e47c1f0e sdl2: it works 2014-03-19 19:55:07 -05:00
Ronald Kinard
cb55317533 sdl2: fix memory detection on 64-bit linux 2014-03-19 19:54:47 -05:00
Sryder13
2b80874646 MD2's replacing skinned mobj fix
MD2's that replace mobjs that have a skin, but the skin doesn't have an
MD2 now display.
2014-03-19 23:40:02 +00:00
Ronald Kinard
0fb3e3e568 sdl2: remove unsupported platform-specific folders 2014-03-19 18:24:23 -05:00
Ronald Kinard
648a91adec remove hi-res filters 2014-03-19 18:21:53 -05:00
Ronald Kinard
c282fe9dec i_video.c: remove old cruft and dead code 2014-03-19 18:15:58 -05:00
Sryder13
ba0c93d814 MD2 & Patch drawing fixes
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Ronald Kinard
89cfb674d9 Stub out unfinished implementations 2014-03-19 17:52:18 -05:00
Ronald Kinard
2a827a98bb Initial SDL2 renderer impmlementation work. 2014-03-19 02:31:50 -05:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Ronald Kinard
eb70242fd0 Fix -dedicated under sdl 2014-03-17 22:37:56 -05:00
Ronald Kinard
15b177ebbb Fix state compression for 64-bit hosts 2014-03-17 13:23:16 -05:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
3e0b5ef1cd SRB2 2.1.1 release 2014-03-15 18:55:07 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00