Commit Graph

5995 Commits

Author SHA1 Message Date
toaster ef6e00e8a2 P_PlayerCanDamage(player_t*, mobj_t*), ported from the abandoned project_birthday because GOD the code looks awful with those huge monolith conditions in it. Available to Lua.
(Also, minor fixes to lib_pSpawnLockOn, and removing the SH_OP fuckery.)
2019-06-19 12:09:02 +01:00
toaster b0326b6dec Do some minor HUD fixes.
* Move HUD text's anchoring to underneath STR instead of above Lives.
* Adjust chat position slightly, to take advantage of SRB2's HUD layout having less content towards the bottom (unlike Kart, where it has roughly equal).
* Fix Match emeralds not displaying while in tab rankings with all-seven invuln/shoes bonus active.
2019-06-18 18:51:24 +01:00
toaster 1d65caa250 With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
toaster 96d6cea569 Support backspace for resetting various menu values, just like Kart. 2019-06-18 14:36:06 +01:00
toaster 861d0d0b0a Improve rain/weather.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
2019-06-18 14:22:10 +01:00
Nev3r 740c561b0e Merge branch 'portals2' into 'master'
Portal-based skybox rendering replacement for the software renderer

See merge request STJr/SRB2Internal!226
2019-06-16 04:08:00 -04:00
Nev3r a1b2a0a344 Properly take skybox viewpoint angle into account. 2019-06-11 14:47:58 +02:00
Nev3r ae6997621d Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2 2019-06-10 18:14:03 +02:00
Nev3r c014235ad3 Fix 1 extra column rendering on portal-clipped vissprites. 2019-06-10 17:59:12 +02:00
Nev3r d2605e0314 Remove remnants of portalcullsector. 2019-06-10 17:13:04 +02:00
Nev3r 581e80ed69 Made Portal_Add static; move ffloors clip reset from R_RenderPlayerView to r_plane. 2019-06-09 22:48:54 +02:00
Monster Iestyn e7e3b0ef38 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/hardware/hw_draw.c
#	src/m_misc.c
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
Nev3r f536ab3467 Fixed crash regarding opening reallocating. A thousand thanks go for MonsterIestyn for figuring this out.
I carelessly changed the line's drawsegs to curdrawsegs without researching what that piece of code did.
2019-06-09 20:04:07 +02:00
Steel Titanium bfa7325295 Merge branch '2.1.24-prep' into 'next'
Update version to 2.1.24

See merge request STJr/SRB2!495
2019-06-08 17:08:34 -04:00
Monster Iestyn f5d883bd12 Merge branch 'next' into 2.1.24-prep
# Conflicts:
#	debian-template/control
#	debian/changelog
2019-06-07 23:18:31 +01:00
Alam Ed Arias ea08ba3fba Merge branch 'master' into next 2019-06-07 18:07:32 -04:00
Alam Ed Arias 83b8a98df4 Merge branch 'gme-msvc' into 'master'
Add GME to MSVC 10 solution

See merge request STJr/SRB2!448
2019-06-07 18:06:51 -04:00
Steel Titanium c0c1e5416f Merge branch 'next' into 2.1.24-prep 2019-06-07 18:02:09 -04:00
Alam Ed Arias 3edf73f181 Merge branch 'travis-deployer' into 'master'
Deploy OS X and Debian packages from Travis-CI

See merge request STJr/SRB2!449
2019-06-07 17:57:29 -04:00
Steel Titanium 3c08ee1313 Merge branch 'master' into travis-deployer
# Conflicts:
#	.travis.yml
2019-06-07 16:56:19 -04:00
Steel Titanium e1d025cd2b Merge branch 'jimita-flashpals-on-screenshots' into 'next'
Flashpals on screenshots

See merge request STJr/SRB2!492
2019-06-07 16:37:59 -04:00
Steel Titanium eb99ad0437 Merge branch 'more-limits' into 2.1.24-prep 2019-06-07 11:28:43 -04:00
Monster Iestyn 6f6d912fa6 Update version to 2.1.24 2019-06-07 15:48:33 +01:00
Nev3r 0795c7811a Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal into portals2 2019-06-07 13:11:51 +02:00
Nev3r 8c3ddd61d5 Refactored a bit of code regarding visplane bound trimming for portals; reset ffloor's f_clip/c_clip so that FOFs on portals don't interfere with previously acquired bounds. 2019-06-07 13:10:12 +02:00
Nev3r d2692ddd24 viewx/viewy also need to be stored/restored. 2019-06-06 13:31:48 +02:00
Nev3r 0d77e8afaf Add pad checks for visplanes; invalidate invalid columns from visplanes (visplane renderer and column renderers don't speak exactly the same language).
The visplane portal top boundary offset has been restored since all known bugs involving it have been fixed.
2019-06-06 11:26:13 +02:00
Nev3r 5284817259 Fix sigsegv when there is no main skybox viewpoint. 2019-06-05 18:45:36 +02:00
Nev3r 1c14062e8b Vissprite clipping improvements.
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
2019-06-05 18:07:08 +02:00
Nev3r 25b56ffecd Masked elements are now fully grouped individually for each portal/view; fixed viewz-related glitches,.
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).

Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
2019-06-05 12:10:59 +02:00
Nev3r b22aa784fb Set a default frontscale for visplane portals.
I don't know whether this is necessary or not but I'm poking blindly trying to fix the sorting issues for now.
2019-06-04 21:04:35 +02:00
Nev3r 8abecc7f86 Created drawnode lists for each view/portal.
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
2019-06-04 20:15:42 +02:00
Nev3r 3ceaae9573 Merge branch 'revert-1d401d84' into 'master'
Revert "Merge branch '144-scrolltweaks' into 'master'"

See merge request STJr/SRB2Internal!225
2019-06-04 13:37:53 -04:00
Monster Iestyn 0fd3668111 Revert "Merge branch '144-scrolltweaks' into 'master'"
This reverts merge request !213
2019-06-04 17:34:59 +00:00
Steel Titanium d4dac52766 Upped freeslots limit 2019-06-03 15:23:48 -04:00
Nev3r 2aabf6ffd5 Moving away more portal-related global vars to r_portal. 2019-06-03 13:33:12 +02:00
Nev3r 942c34a6af Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
2019-06-03 13:04:27 +02:00
Monster Iestyn 68585dbc70 Merge branch 'checksight-fixes' into 'master'
P_CheckSight fixes

See merge request STJr/SRB2Internal!223
2019-06-02 13:13:48 -04:00
Monster Iestyn b7f75246e4 Merge branch 'master' into checksight-fixes
# Conflicts:
#	src/p_sight.c
2019-06-02 18:13:02 +01:00
Monster Iestyn 9e6fd595da Merge branch 'acz-boss-hardcode' into 'master'
ACZ boss hardcode

See merge request STJr/SRB2Internal!221
2019-06-02 13:09:38 -04:00
Nev3r 264386f842 Add visplane portal creation functionality and use it to replace the skybox rendering.
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.
2019-06-02 00:07:55 +02:00
Nev3r df0a40b3c2 Code refactoring to turn portal struct into a more generalized shape.
Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn 571c5b89b5 Whoops, forgot to make P_CheckSight support slopes for same-sector FOF plane checking. 2019-05-27 21:18:02 +01:00
Monster Iestyn abfdac15a8 Fixed P_CheckSight to support slopes, both for normal planes and FOF planes
(Untested)
2019-05-27 20:36:35 +01:00
Monster Iestyn ad4006712e fix P_CheckSight to consider FOFs that completely block the view
(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-27 19:32:05 +01:00
Steel Titanium dc273d3f23 Merge branch 'next' into jimita-flashpals-on-screenshots 2019-05-25 19:37:17 -04:00
Monster Iestyn 677801f5ff Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both 2019-05-23 21:51:58 +01:00
Monster Iestyn e60b0b1a80 Update hw_light.c
(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Monster Iestyn 7d0509f1cb Merge branch 'master' into acz-boss-hardcode 2019-05-23 20:38:25 +01:00
Monster Iestyn 742b11c0ff Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00