Commit Graph

1888 Commits

Author SHA1 Message Date
Monster Iestyn 60dcfd1021 Pop result of P_SearchBlockmap_Objects's function arg
Also P_SearchBlockmap_Lines is a thing now too
2016-10-25 22:39:27 +01:00
Monster Iestyn 98e43ac0d9 Fixed ffloor_t Lua variables not actually saving to $$$.sav
Stupid overlooked semicolons
2016-10-25 16:15:17 +01:00
Monster Iestyn 36b7156ff7 Turns out it does work yay, just had to make some tweaks really
Next question: should the calling mo be able to find itself in the blockmap, or should it skip itself?
2016-10-24 23:11:41 +01:00
Monster Iestyn 5787817662 Committing my work on P_SearchBlockmap_Objects so far, no idea if it's even functional yet so I've commented it out for now 2016-10-23 23:13:11 +01:00
Monster Iestyn 782353f968 Merge branch 'master' into lua-additions 2016-10-23 21:08:36 +01:00
Monster Iestyn 6bf8e3dcad Merge branch 'development_stuff' into 'master'
Development improvements

An improvement to Objectplace I've wanted to make for a loooong time.

* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.

Also, some changes to the devmode overlay:

* Plays nicely with showfps on - see http://imgur.com/a/zSzvm for the various cases (showfps on, devmode 65535, and both).
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
* "Flags:" replaced with "PF:", "Heap used" replaced with "Heap". The latter is a debatable change, but the former isn't - otherwise the line is way too long compared to the rest of the stuff.

See merge request !45
2016-10-23 14:42:57 -04:00
Monster Iestyn e390598e13 Fix objectplace controls text so it displays "Weapon Next/Prev" 2016-10-23 14:35:35 +01:00
Inuyasha fa187c5ae7 Merge branch 'unslot-music' into 'master'
Hardcoded music name switches

Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.

Should be accepted when music.dta is updated.

See merge request !17
2016-10-23 06:46:33 -04:00
Inuyasha 9d5e0b314b Autoload music_new.dta if it exists
Same no non-music lump requirement as music.dta, and is ignored with no error if music_new.dta doesn't exist
(should hopefully make playing around with music easier)
2016-10-23 03:44:51 -07:00
Monster Iestyn bd153d83b7 Merge branch 'nix-srb1' into 'master'
Remove SRB1 Remake data

What it says on the tin.

See merge request !47
2016-10-22 22:18:36 -04:00
Monster Iestyn 6473953c8c Merge branch 'master' into lua-additions 2016-10-22 14:59:01 +01:00
Monster Iestyn 326ad8a14f Merge branch 'wallscrollbylinedef-fix' into 'master'
Wallscrollbylinedef fix

See commit description.

See merge request !43
2016-10-22 09:52:07 -04:00
Monster Iestyn 3bc29919c2 Merge branch 'public_next' 2016-10-20 16:38:39 +01:00
Monster Iestyn 34d7b51c68 Merge branch 'next' into public_next 2016-10-20 16:38:16 +01:00
Monster Iestyn 8e660ce863 Merge branch 'drawscaled-scalefix' into 'next'
v.drawScaled negative scales fix

Lua now errors if you try to use negative scales with v.drawScaled, rather than crashing as it does in 2.1.16 currently. Not much else to say here.

See merge request !126
2016-10-19 21:11:44 -04:00
Monster Iestyn f72e8a8ff8 Merge branch 'reverseplatform_clippingfixed' into 'next'
Fixing FF_REVERSEPLATFORM clipping fixes

Forgot the case where == 0.

Tested by @wolfy852 in Top Down, where the bugs this caused were first discovered.

See merge request !121
2016-10-18 17:19:48 -04:00
Monster Iestyn fc44e53056 Merge branch 'slopes-even-more-fixes' into 'next'
Even more slope-related fixes

What it says on the tin pretty much:

Currently included fixes:
* Pusher specials applied to FOFs did not properly account for slopes applied to the bottom plane; this probably was just a minor slipup that appeared on adding the support in the first place, I take it? (some waterfall in the last section of SUGOI's Fudge Canyon is the only place I can think of offhand where this bug is noticable)

See merge request !114
2016-10-18 17:19:13 -04:00
Monster Iestyn e1baf02b7a Lua now errors if negative scales are used with v.drawScaled 2016-10-18 22:07:20 +01:00
Monster Iestyn 8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +01:00
Monster Iestyn 491a381f4b Merge branch 'next' into public_next 2016-10-15 22:30:50 +01:00
Monster Iestyn 405237d364 Merge branch 'SLADE_textures' into 'next'
Treating " as whitespace in TEXTURES (and animdefs too i guess)

SLADE adds this character in its TEXTURES editor and makes SRB2 cry unless the lump is manually edited; this just treats it as whitespace so we don't have to think too hard about it.

Also, two I_Errors now refer to the correct lump name.

See merge request !122
2016-10-09 11:23:01 -04:00
Monster Iestyn b51d69e1ec Merge branch 'master' into lua-additions 2016-10-08 17:12:45 +01:00
Monster Iestyn f3efebe889 Merge branch 'vertical-sky-distort2' into 'master'
Proper barrel sky distortion

Skies now use proper barrel distortion in both axes, rather than just the x-axis (i.e. just horizontally) as in all previous SRB2 versions. Credit goes to Nev3r for the original change and idea.

Was going to make an option for a non-barrel distorted sky, assuming barrel distortion is the default, but I just can't quite get it to work in a way that is pleasing to the eyes. So I've not bothered with it here for now, unless someone objects to barrel distorted skies for any reason?

See merge request !35
2016-10-07 17:30:15 -04:00
Monster Iestyn f43d615607 Merge branch 'fof-slope-skew' into 'master'
FOF wall slope skewing

FOF walls now can optionally skew with respect to slopes (software mode only currently):

* Upper Unpegged on the CONTROL linedef enables wall skewing
* Lower Unpegged on the IN-LEVEL linedefs ^1 determine which slope to skew with respect to (off = top slope, on = bottom slope)
* If Transfer Line is used however, Lower Unpegged on the control sector's linedefs does the above's job instead

^1 (this is because they already control pegging of individual FOF walls as it is, so this is for convenience and my sanity that they also deal with skewing)

See merge request !39
2016-10-07 17:29:21 -04:00
Monster Iestyn 303648bf3b Merge branch 'horizontal_fix' into 'master'
Fixes to horizontal spring collision

Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:

* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.

Also:

* Upped the strength of info.c's red and yellow horizontal springs.

See merge request !41
2016-10-07 17:28:54 -04:00
Monster Iestyn c5f51ded32 Merge branch 'horizon_lines' into 'master'
Horizon lines

Horizon lines for software mode! Place a Linedef type 41 somewhere on a one-sided linedef and it'll do fancy rendering hacks to draw the adjacent floor/ceiling to the "horizon". One small thing to sort out when I remember to do so, but this is good enough for merge already.

See merge request !44
2016-10-07 17:28:25 -04:00
Monster Iestyn 9160c8aeb4 Merge branch 'animate_global' into 'master'
FF_ANIMATE additions: globally synced animations

FF_GLOBALANIM = makes the animation synced to the level's timer, so all objects will display the same frame at the same time

![](https://dl.dropboxusercontent.com/u/3518218/22/srb22-0008.gif)

I mean, doesn't that look so much prettier?

There's also some changes to FF_MIDDLESTARTCHANCE (FF_ANIMATE behavior was split due to not acting consistent between that and SPR2 behavior).

See merge request !46
2016-10-07 17:27:53 -04:00
Nevur c558900c61 Deleted the Add_WallScroller function entirely from code.
Removed commented out instance using the function.
2016-10-07 18:56:10 +02:00
Inuyasha ff4b39bab4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into nix-srb1
# Conflicts:
#	src/info.c
2016-10-05 18:47:32 -07:00
Inuyasha 482f60e5bc warning: suggest parentheses around arithmetic in operand of '|' 2016-10-03 00:51:18 -07:00
Inuyasha 0fdfb1a472 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global
# Conflicts:
#	src/p_pspr.h
2016-10-03 00:27:49 -07:00
Monster Iestyn 22d772f08a Merge branch 'flat_sprites' into 'master'
Flat sprites and collision bounds, controllable sprite ordering, and allowing sprite flipping without gravity flipping!

Okay, so I'm silly. Red showed off some ACZ2 clips of the minecart and I was like "FUCK, THAT LOOKS TERRIBL- oh wait i drew that". But it wasn't the sprites that were bad, no - it was the fact that the sprites occupied a single position in 3d space and had pre-built-in-perspective, and THAT was terrible. So I basically over-engineered a solution instead.

FF_PAPERSPRITE (name voted on by the public! http://i.imgur.com/i6g5P73.png) has:
* Accurate perspective as if it were a linedef midtexture IN-MAP!!!!!!!!!!!!!!!!!!!!! might need a little bit of tweaking though, @RedEnchilada cough meow
* As good ordering as you can get without seperating the sprite down the middle whenever it intersects something
* Pretty dang accurate clipping - only exception is http://i.imgur.com/QNjbATB.png - where the MF_PAPER mobj has moved close to the wall and then turned, and you can't really solve that without cutting Sonic's feet off like in OGL <-- might be inaccurate, need to check with fixed ordering
* I suck at understanding the casting to INT64 stuff that's used for overflow prevention elsewhere in the code, so I just cleaned up the most obvious and predictable overflow glitches manually. Still needs tweaking, though.
* GFY one - the player rotating on the spot (recorded with the player having MF_PAPER): http://gfycat.com/WhichSpectacularDesertpupfish
* GFY two - a ring box stays static as the player turns (recorded with the MF_PAPER check turned off): http://gfycat.com/SimpleShallowDeviltasmanian
* GFY three - THE ACZ2 MINECART! What I MADE this for... http://gfycat.com/EsteemedPleasedDuck

Also, MF_PAPERCOLLISION!
* Collision bounds are limited to the surface of the MF_PAPERCOLLISION. These objects can kinda get stuck inside solid stuff when they turn, though - I tried to do some rudimentary pushing but it's glitchy as hell so it's put behind a #define for now, since stuck is generally better than overt glitching and can at least be user-mitigated.
* To make space for this, MF_AMBUSH is now MF2_AMBUSH. Because it's more like an MF2 in all its uses, honestly. Literally no object definitions in info.c use that flag, and it's always applied at runtime - like all the other MF2s! Heck, there's some precedent - the mapthing flag MTF_OBJECTFLIP applies MF2_OBJECTFLIP. It just makes sense, and prevents wastage of our precious MF_ resources which are already dwindling so.

Ultimately, I see several major uses of various combinations of these things:
* Walls (for boxes/other shapes) with perspective that can cross sector boundaries at the expense of not being as thoroughly visually handled as polyobjects.
* Flat, potentially moving hazards like Scrap Brain sawblades that are excessively simple to set up.
* Robo-Hood's arrows and other types of elongated missiles being possible to dodge based on their apparent collision bounds rather than a solid cuboid.

Nev3r is obviously of course already salivating thinking about what he can do with this.

Unfortunately, the collision issues with regards to solid stuff will probably prevent people from giving MF_PAPERCOLLISION to everything (sorry, no Paper Mario Koopa Blast for now) since it's way too easy to get stuck at the moment. Hopefully that can be ironed out down the line - but if that makes you think this branch is incomplete, keep in mind that that this level of development was never actually my intent. In the end, I just wanted flat sprites to make my shitty minecart better, and I got that - the sawblade style stuff working accurately is just a further bonus!

No relevant OpenGL code included because you know how I feel about that, but that should be easy enough for someone else to do at a later date considering the effect happens a lot in that renderer unintentionally. :V

ALSO: I added another feature which (ab)uses some structural changes I made for papersprites. It's MF2_LINKDRAW!

* Sets the sortscale of the mobj to that of its tracer.
* Basically, Smiles' tails won't clip through shields thanks to this.
* http://gfycat.com/GraveGlassEwe

ALSO ALSO: I added ANOTHER feature. FF_VERTICALFLIP allows sprite flipping without gravity flipping. No need to bullet point, it stacks properly with gravity. http://gfycat.com/FrailLongKusimanse

Test using <root>/toaster/flatminecart.wad (and <root>/!LatestSRB2Files/srb2win_branch_paper.exe if you can't compile!) MF2_LINKDRAW doesn't have a testwad but I'm doing a lot of Smiles stuff right now so it probably won't be too long.

See merge request !37
2016-10-02 14:47:01 -04:00
toasterbabe 5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
toasterbabe 664cfa2a9d Disabled MF2_LINKDRAW's ability to work in chains because it required modifying flags2 to prevent infinite loops, and that isn't network safe at all. 2016-10-02 18:17:23 +01:00
toasterbabe 490cf0183a Fixed some mistaken assumptions I made about the devmode overlay, and replaced "Flags" with "PF" to 1) make it clearer what type of flags they are and 2) use less horiontal space 2016-09-30 21:47:34 +01:00
toasterbabe d318db3496 Minor offset adjustments. 2016-09-30 21:11:12 +01:00
toasterbabe eb310cc9c7 On MI's reccomendation, swapped FPS and %d/35's position so that only the description "FPS" moves. http://imgur.com/a/rQogE 2016-09-30 20:44:51 +01:00
Monster Iestyn 2f85704d87 Merge branch 'master' into lua-additions 2016-09-30 20:14:53 +01:00
toasterbabe 0d3ee9a109 Weapon rings are limited in how fast they can scroll, so I guess it's okay if objectplace is too - and makes it less awkward for people who do just use normal keys for weapon up/down for some reason. 2016-09-30 20:14:23 +01:00
toasterbabe a2560c5217 Some tweaks to the devmode overlay.
* Plays nicely with showfps on - see http://imgur.com/a/7GzDM for the various cases.
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
2016-09-30 19:40:30 +01:00
toasterbabe cad54ee4a9 SERIOUS Objectplace improvement.
* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
2016-09-30 16:45:50 +01:00
Monster Iestyn 20555c8887 Merge branch 'public_next' 2016-09-30 16:07:26 +01:00
Monster Iestyn 2c00c89a98 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into public_next 2016-09-30 16:06:45 +01:00
toasterbabe cdaab7ec9f * Upped speed of info.c's red and yellow horizontal springs
* Turn off friction for the one tic after touching a spring
2016-09-30 16:00:34 +01:00
toasterbabe f6fc99b06d How did this disappear? 2016-09-30 14:38:56 +01:00
toasterbabe 9cbe7a342a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into horizontal_fix 2016-09-30 14:26:40 +01:00
Inuyasha 64e8c8581e add missing prototypes 2016-09-30 05:04:08 -07:00
Inuyasha afb22b968b FF_GLOBALANIM for synced animations
and a few other frame flag changes
2016-09-30 03:20:57 -07:00
Inuyasha 7997753d24 Merge branch 'repeat-monitors' into 'master'
Monitor reworking + infinite repeat use 'gold' monitors

All the monitor sprites, states, and objects are completely changed to be simpler. 'Gold' repeat use monitors are also introduced.

I'm gonna be keeping my playtest EXEs in !LSF from now on.

See merge request !20
2016-09-29 22:40:52 -04:00
Inuyasha 074cc9b965 Dehacked, as usual 2016-09-29 19:32:21 -07:00