Commit graph

135 commits

Author SHA1 Message Date
Alam Ed Arias 7b88db478c Merge branch 'public_next' into private 2016-07-21 19:22:30 -04:00
Monster Iestyn 4d0f0230de Fix chasecam/awayviewmobj viewz offset to be consistent with non-skybox frame rendering 2016-07-17 17:36:37 +01:00
Alam Ed Arias 214cd404bd Merge branch 'public_next' into master 2016-06-08 15:29:25 -04:00
Monster Iestyn 29ea733ae5 Fix sprites in skyboxes not having clipping arrays actually set properly 2016-06-08 17:53:34 +01:00
Alam Ed Arias 032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Monster Iestyn b4cf7fbc97 Fix player 1 and player 2 affecting whether the other can see skyboxes or not 2016-05-18 18:20:56 +01:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Alam Ed Arias fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Monster Iestyn d53801c85c Disable the corona-related consvars unless ALAM_LIGHTING macro is enabled 2016-04-21 18:50:30 +01:00
Monster Iestyn e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn d47ccb0859 Merge branch 'next' into skybox-hotfix 2016-04-20 18:16:46 +01:00
Inuyasha 3117a6a16e Splitscreen fixes
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn b1e736242f fixed all compiling errors relating to ESLOPE being undefined 2016-04-06 22:19:39 +01:00
Inuyasha 50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias d2241ce30a Merge branch 'next' into skybox-hotfix 2016-03-31 21:42:59 -04:00
Monster Iestyn 099e25824f First person view now should correctly take the skybox centerpoint's angle into account 2016-03-05 16:29:25 +00:00
Monster Iestyn 166fafd717 Fixed div-by-zero crash relating to portals, drawsegs and midtextures
Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
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
Monster Iestyn a0df3cec7b Move finecosine[] declaration to where it really belongs in the source code 2016-01-14 16:32:02 +00:00
Inuyasha ef4aad3655 Merge branch 'monster's-miscellaneous-meddling' into 'master'
Monster's miscellaneous meddling

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

More specific details of the changes:

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

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

See merge request !10
2016-01-13 22:22:53 -05:00
Yukita Mayako ca7151f1c2 Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into reduced_palette
Conflicts:
	src/dehacked.c
2015-11-09 14:34:26 -05:00
Monster Iestyn d4976d677f Move finecosine[] declaration to where it really belongs in the source code 2015-10-10 20:30:29 +01:00
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
Sryder13 e054f4b6c6 Drawfills and Console
All relevant DrawFills had colours changed.
Console background colour changed.
Text colourmapping changed.
2015-07-23 18:56:05 +01:00
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
RedEnchilada 779faaa93f SLOPES IN SOFTWARE MOD EHOLY SHIT 2015-04-20 02:10:14 -05:00
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
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias 404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
RedEnchilada 766f4c4acb Render skybox from proper place for cutaway view
(Disclaimer: I don't know C at all)
2014-04-15 12:39:23 -05:00
Alam Ed Arias ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Sryder13 dd16f58e38 OpenGL Skybox
OpenGL skyboxes.
Slight change to sky vertical offsetting.
2014-03-20 20:13:15 +00:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00