Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00
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
5f3beb6899
Fix M_PI not being defined for Visual Studio
2016-04-02 20:09:00 +01:00
Monster Iestyn
cf89a5bb11
Removed obsolete PORTAL_LIMIT macro
2016-04-02 17:04:23 +01:00
Inuyasha
557a237290
disable patch.dta in master
2016-03-31 21:56:49 -07:00
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
Inuyasha
83e9eb6df4
patch.dta officially in use. Version number updated.
2016-03-09 18:30:11 -08:00
Inuyasha
317161221d
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-03-09 01:23:48 -08:00
Inuyasha
5a38088623
Well, we don't need "experimental" slopes anymore either
...
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Inuyasha
6aa708b5af
I don't think we need the BLUE_SPHERES define anymore...
2016-03-09 00:49:35 -08:00
Inuyasha
c956b498c8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
7349cbdbc0
Backwards compatibility.
...
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
Inuyasha
83278c2893
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/p_map.c
2016-02-25 15:46:08 -08:00
Alam Ed Arias
b3b5521e1b
Merge branch 'master' into next
2016-02-25 18:33:29 -05:00
Inuyasha
5108bb97f4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
2016-02-25 15:16:15 -08:00
Monster Iestyn
66175d87b8
removed unused macros from doomdef.h
2016-02-08 20:10:32 +00:00
Alam Ed Arias
3bfc402241
whitespace cleanup
2016-01-21 13:53:21 -05:00
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
Inuyasha
752d97dfb3
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 04:31:48 -08:00
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
wolfy852
1ed5407821
update stuff
2015-11-07 13:56:21 -06:00
Alam Ed Arias
6ad1086128
Merge branch 'public_next' into master
2015-09-03 15:58:16 -04:00
Alam Ed Arias
96c71c68c8
remove NEED_FIXED_VECTOR and fix angelchk testcase
2015-08-21 21:27:20 -04:00
Sryder13
5209787ebd
Rename Colours
2015-07-25 14:07:05 +01:00
Sryder13
9847668863
New Colours
2015-07-24 23:39:53 +01:00
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
923fae476e
Merge branch 'fury-gh/slopes' into angles
...
Conflicts:
src/p_maputl.c
2015-04-19 15:56:55 -05:00
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
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
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
29b422ca10
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
2015-02-24 02:09:14 -06:00
Alam Ed Arias
51b783e85a
cmake: Fixes to allow MSVC to compile
...
running is another story
Author: Ronald Kinard <furyhunter600@gmail.com>
Date: Wed Jan 28 02:09:03 2015 -0600
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9013 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:07:18 -06:00
JTE
301f33f2b7
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
2015-02-24 02:02:59 -06:00
JTE
b29a3958e0
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
2015-02-24 02:02:56 -06:00
JTE
b7e3dfbd74
Updated version number to 2.2 and enabled active dev mode ("Trunk" versionstring and no MD5 checking on main wads)
...
We're officially into 2.2 development now, yay! \o/
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8995 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
Ronald Kinard
2f1367aab6
cmake: Fixes to allow MSVC to compile
...
running is another story
2015-01-28 02:09:03 -06:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Ronald Kinard
54f0d0c110
IN PROGRESS: porting eternity slopes from srb2cb
2014-11-18 18:45:57 -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
7cb77075d1
SRB2 2.1.11 release
2014-08-26 23:56:30 -04:00
Alam Ed Arias
d6c29e19ab
SRB2 2.1.10 release
2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
Alam Ed Arias
f03e591f64
change SDL into HAVE_SDL
2014-07-25 19:10:24 -04:00
Alam Ed Arias
8a9759a3e4
SRB2 2.1.8 release
2014-04-19 13:41:29 -04:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Alam Ed Arias
32de698f5e
SRB2 2.1.6 release
2014-03-24 22:17:59 -04:00
Alam Ed Arias
15bd266cac
SRB2 2.1.5 release
2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Sryder13
ba0c93d814
MD2 & Patch drawing fixes
...
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias
2fed5d1270
SRB2 2.1.3 release
2014-03-18 13:56:54 -04:00
Alam Ed Arias
a03da73115
SRB2 2.1.2 release
2014-03-17 08:13:16 -04:00
Alam Ed Arias
3e0b5ef1cd
SRB2 2.1.1 release
2014-03-15 18:55:07 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00