Commit graph

460 commits

Author SHA1 Message Date
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 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
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
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