Commit graph

1576 commits

Author SHA1 Message Date
Alam Arias 51cb45cd4b Merge pull request #119 from ilag11111/linux64-soundcrash-fix
Prevent resampling-related crashes on Linux 64-bit
2016-10-29 14:14:41 -04:00
Monster Iestyn 82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
Monster Iestyn cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn b1a53f6623 Merge branch 'public_next' 2016-10-29 16:52:43 +01:00
Monster Iestyn 8b5abd957c Merge branch 'slopes_n_objects' into 'next'
Fixing various problems with MF_SOLID collision

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

* Solid objects are now no longer intangible when your z is less than the other object's.
    * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
    * Unfixed = http://gfycat.com/BareLimitedCavy
    * Fixed = http://gfycat.com/JubilantOffensiveGar
* You now properly lose your momentum when jumping at a solid object.
    * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
    * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
    * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter

See merge request !119
2016-10-29 11:19:37 -04:00
Monster Iestyn 2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe 8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe fe67c6fbea Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into shield_issues 2016-10-29 16:06:41 +01:00
Monster Iestyn f4ddaf51ab Merge branch 'public_next' 2016-10-29 15:37:53 +01:00
Alam Arias dfc83a5483 Merge pull request #128 from Yukitty/fix-animdefs
Fix ANIMDEFS process order
2016-10-28 22:45:37 -04:00
Monster Iestyn c42e7ee4b4 Merge branch 'next' into slopes_n_objects 2016-10-24 16:50:06 +01:00
Monster Iestyn a7c8c60379 Merge branch 'master' into damage-control 2016-10-23 21:08:17 +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 dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +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 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
Yukita Mayako cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Yukita Mayako aa3e52f05e Fix ANIMDEFS parsing to allow overwrite.
ANIMATED and ANIMDEFS are now processed in reverse order,
and duplicate definitions in ANIMDEFS are dropped.
2016-10-19 03:24:26 -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
toasterbabe 6f1ce5c1ca Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slopes_n_objects 2016-10-18 21:56:40 +01:00
Monster Iestyn 8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +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 719220da4a Merge branch 'master' into damage-control 2016-10-08 17:12:13 +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
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
Monster Iestyn 0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +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
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
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 074cc9b965 Dehacked, as usual 2016-09-29 19:32:21 -07:00
Inuyasha ae542e616a Fixed sprite conflict BS
Also added the eggman goldbox back
2016-09-29 19:24:05 -07:00
Inuyasha f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
Inuyasha 92da141394 Yes, that stupid off-by-one due to spawning objects in the middle of thinkers being run still applies. 2016-09-29 17:27:33 -07:00
Inuyasha d7aae15a6f Merge branch 'animated-sky' into 'master'
Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
2016-09-29 08:34:12 -04:00
toasterbabe 8445a1068e attempt 2016-09-28 16:31:14 +01:00
toasterbabe 99f60544db Fixed various issues arising from collision with exclusively horizontal springs. Of note:
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.
2016-09-28 16:26:29 +01:00
toasterbabe c70661186a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/dehacked.c
#	src/p_inter.c
#	src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe 55d8b419e2 MI's last few reccomendations fixed. 2016-09-27 17:51:17 +01:00
toasterbabe 8881a413f3 Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
(the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
2016-09-27 17:17:23 +01:00
toasterbabe e801c581d3 Fixed off-by-one error with the relationship between FF_ANIMATE's var1/number of frames, FF_MIDDLESTARTCHANCE, and P_RandomKey. 2016-09-27 11:50:48 +01:00
toasterbabe cf9ea19d11 Tweaked P_SetScale so it allows radii and heights set by Lua (and the skin's radius) to be kept, and tweaked the contents of the last commit to match. 2016-09-27 11:32:34 +01:00
toasterbabe 5f4f6fdac8 Public remake of a merge request I shouldn't have put in Internal in the first place. 2016-09-26 18:35:13 +01:00
toasterbabe 28f5e7d1bc Did I not commit this fix? Woops. 2016-09-26 12:25:10 +01:00
Inuyasha 1d71dfa5a3 animate icons using FF_ANIMATE
(this also means they last one second again, and the powerup is given after 1/2 a second, things which were lost when the flip was added)
2016-09-25 20:55:08 -07:00
toasterbabe be0e898bae * Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe 64a9a94604 GETSPEED -> GETFRACBITS completion. woops 2016-09-25 15:23:22 +01:00
toasterbabe 9f69850c05 Basically seriously un-fucked the rope hang and zoom tube code from my experimentations (i just wanted to compare speed and distance and got carried away...) 2016-09-25 15:07:00 +01:00
Inuyasha 1a4b894589 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe 50a44d96b1 Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta). 2016-09-24 17:15:42 +01:00
toasterbabe 28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe da1db42b14 Forgot some compilers would complain about this. 2016-09-24 13:39:04 +01:00
toasterbabe f933210c03 Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks. 2016-09-24 13:18:08 +01:00
toasterbabe eb64e4ccd9 Tightened some restrictions on Tails carry because right now the looseness leads to edge case noise spam when trying to pick up a player off a rope hang, for example. 2016-09-24 12:38:37 +01:00
toasterbabe 41b4d9c565 Fixed carry bug that I introduced a while ago. 2016-09-24 12:06:00 +01:00
toasterbabe 1de32b3dac Fixed my mistake with static rope hangs.
Also, the same smoothness changes have been ported over to zoom tubes!
2016-09-24 00:37:18 +01:00
toasterbabe e16648a72b Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe 8ad72232be Helpful explanatory comments to assauge MI's fears. 2016-09-22 21:15:12 +01:00
toasterbabe 394ed30f44 Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD. 2016-09-22 21:08:36 +01:00
toasterbabe 0568712a5e Prevent overflow when attempting to calculate the space between floor and ceiling. (I didn't notice any bugs as a result of the previous behvaiour, but you never know.) 2016-09-22 12:01:13 +01:00
toasterbabe fa16abf7ae Fixed the thing where if you thok into a solid object you spin really fast in the air without moving OR losing your momentum. 2016-09-22 11:15:08 +01:00
toasterbabe b8345aaf27 Solid objects are now no longer selectively intangible on slopes.
HOWEVER, since these changes to PIT_CheckThing do raise questions about whether there may be unintended side effects here. As a result, I may remake this for internal only if necessary.
2016-09-22 00:13:34 +01:00
toasterbabe 54f463ce81 Forgot dehacked.c description! 2016-09-16 17:15:16 +01:00
toasterbabe db6e7fd985 Introducing MF2_LINKDRAW! I put it in this branch because it (ab)uses some structural changes I made for papersprites.
* 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 has support for chains of MF2_LINKDRAW!
2016-09-16 17:09:33 +01:00
toasterbabe dcb82c292a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-09-12 19:23:44 +01:00
ilag11111 3b503f1336 Use function va to avoid having to delcare a new variable. Thanks MonsterIestyn. 2016-09-11 14:59:24 -07:00
ilag11111 4abfe1e8f3 Fix MinGW/AppVeyor build. 2016-09-11 10:57:14 -07:00
ilag11111 2798bd5c16 Ensure demo files will save to srb2home, where SRB2 already looks for them. 2016-09-11 10:40:49 -07:00
ilag11111 c977d17416 Prevent truncation when resampling sounds with non-multiples of 11250. 2016-09-11 09:41:18 -07:00
toasterbabe ba78dda276 Just noticed when poking around in dashmodecode that it didn't actually get stopped from running when you were playing in CTF! 2016-09-10 22:44:28 +01:00
toasterbabe cd0c2347df Ditto with regards to glideandclimb. 2016-09-10 21:13:51 +01:00
toasterbabe f844fb3460 More strenous checking of ability for these animations in preparation for something I wanna try... 2016-09-10 21:00:57 +01:00
Monster Iestyn 9f87841936 Fix bottom of FOF with a pusher special not accounting for slopes 2016-09-08 22:55:11 +01:00
toasterbabe fb377ad44f Minor tweaks to animations and endsigns. 2016-09-08 17:48:54 +01:00