Ping-related code fix
Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.
I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.
See merge request !193
Ld414 invalid sound fix
This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.
See merge request !196
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
Ignore askinfoviams
Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)
See merge request !191
Netcode hotfix
Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.
It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).
See merge request !185
A bunch of bugfixes about too many wads in netgames
Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.
Done into next because I might as well be 100% safe, even though this could probably work on master as well.
See merge request !187
Missiles 'n slopes
Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.
See merge request !181
* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea
Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
This removes exactly one feature in exchange for a greater number of files to be loaded. I asked around, and people don't actually like what it currently does (load unimportant server-side files if you can findfile it locally), so.
Can be reverted if requested.
Nojumpspin fix
MI can attest to this being a problem that's now solved.
To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.
See merge request !95
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
<Alam_Squeeze> p_floor.c:2932: warning: 'widthfactor' might be used uninitialized in this function
<Alam_Squeeze> p_floor.c:2932: warning: 'heightfactor' might be used uninitialized in this function
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
* Search case is now handled via cvar instead of assumed based on system.
* filemenusearch (previously strsystemstr) uses static char[] to prevent stack suffering.
* New cvar for searching from start of string instead of anywhere in it!
* Menu tweaked for the above.
* Reverted slash from pathsep.
Level specials setup stuff
Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:
* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.
See merge request !88
* Improved layout of addons menu.
* Disabled input for 5 tics after a console-touching enter key command on the menu, so that weird stuff doesn't happen.
* Added Add-on options.
* cv_addons_option - chooses save location. A little smaller in scope than the weird Default/HOME/SRB2/Custom thing for screenshots - now it's SRB2 Folder and Custom.
* cv_addons_folder - goes with Custom for above.
* cv_addons_md5 - chooses whether to identify files on the addons menu with name comparison only, or with checksum comparison as well (more intensive hence not default).
* cv_addons_showall - chooses whether to show just supported file extensions, or all
* Some minor other refactors.
Bad:
* Screenshot options menu crashes on access for some reason (to do with itemOn not being valid?????) looking into
New User Experiences - Menus, Closed Captioning, and other non-substantial tweaks
Hello! I'm going to words.
* Menu stuff!
* Scrolling menus when there's lots of options instead of doing lots of nestling!
* Video Options, Server Options, and Screenshot Options have been updated to take advantage of this.
* Headings are prettier in general to match the level platter's headers!
* Expose a bunch of stuff Mystic wanted exposed, without iundating the player!
* Little arrows!
* Better, clearer control menus!
* I know this is probably related to the above, but whatever.
* Very organised with lots of renaming and magical clarifying context headings!
* Killed the analog-only Camera L/R keys in favour of merging them with the regular turn keys in that context!
* Also little arrows!
* Statistics!
* One page instead of two, loses a lot less info than you'd expect!
* The benefit of having them on one page is greater than the loss of being able to individually discern which of your Score/Time/Rings is incomplete.
* ALSO also little arrows!
* Secrets checklist!
* Scrolls vertically!
* Allows for autogeneration of conditions based off conditionset, which allows for names of required levels to be hidden if you haven't played them yet!
* Still allows overriding condition string per traditional checklist.
* This allows us to show every secret's condition without letting it be spoiled or overflowing the everything.
* Also ALSO also little arrows!
* Closed captioning!
* Console command "closedcaptioning on/off".
* Shows stuff in the bottom right hand corner of the screen.
* sfxinfo[sfx_name].caption = "Butt.".
* S_StartMusicCaption(string, tics, optional player) allows for a caption to play without being anchored to a specific sound.
* Color Profile!
* Using only the best in advanced cube-based majyks.
* cv_gamma now goes from -15 to +5!
* cv_saturation - from 0 to 10!
* A new menu for modifying the hue, saturation and gamma of specific corners of the cube (RYGCBM) independently of the master options!
* Screenshots/Video Mode now supports turning on/off circumstantial color profile alterations (cv_screenshot_colorprofile).
* Spring cleaning!
* cv_allcaps is dead.
* Sudden death and old match scoring (25 points for shield damage as the only change??) is dead
* A few things are taken off the menu because they're not that relevant to have.
* cv_competitionboxes now applies to race as well.
* Failed teleports go nuh-uh.
* Question mark boxes don't have doomednums anymore, so they can't be placed in singleplayer and used to get free lives by playing with the tv_extralife etc stuff.
* Other tidbits!
* HUD offsets are tweaked to give one digit less space to score and one digit more space each to time and rings to match up the right edges.
* Emerald tokens show up on the level complete screen and are loaded into a coin slot at the end of the tally.
* Speaking of Emerald tokens, they now give score all the time, and continues instead of 50 rings when you have all Emeralds.
* Moved Race HUD down, and made it go bing bing bing BONG.
* V_DrawCroppedPatch now properly handles topdeltas.
* Minor tweak to GFZ3 eggmobile's pinch to be more lenient.
* Hudnames for skins now replace full stops with katakana dots. We could make it replace a different character instead if we really wanted to, but I figure this matches what is desired.
Check out ```<root>/!LatestSRB2Files/srb2win_branch_deeznux.exe``` to try it out.
See merge request !91
* Menu shuffling for addons. Shows up on main menu and MP pause menu if you're host/admin (not encouraged in SP).
* The menu yells at you in red text if you're playing, warning of issues.
https://gfycat.com/DizzyEnergeticCygnet
I will make it prettier.
(Also: stristr. Since the Windows (and others?) standard library doesn't have it for some reason, I modified code someone put on StackExchange as a stopgap; once I'm ready to get on IRC for the day, we'll discuss attribution/rewriting.)