Commit Graph

838 Commits

Author SHA1 Message Date
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 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 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
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 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 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 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
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 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 c33d20acff whitespace cleanup 2016-01-21 13:50:05 -05:00
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 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 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
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
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 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
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
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
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
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
RedEnchilada b9b1e2b298 Fix MD2s 2016-01-02 21:53:43 -06:00
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
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 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 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 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
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 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 b449bd826a Rewrote A_SetTargetsTarget to be more sensible and efficient 2015-08-13 19:42:00 +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
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
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
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 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
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
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 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 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
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 15f0670c43 Merge branch 'fix_each_time' into next
Conflicts:
	src/p_floor.c
2015-03-01 02:13:46 -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