Commit Graph

1236 Commits

Author SHA1 Message Date
toasterbabe 1723bb55f9 Okay, NOW I fixed the compile error. Forgot to stage this. 2016-06-09 15:24:23 +01:00
toasterbabe c5ff41d6a6 Fixed compile error and placed the #undefs for xsign and ysign in more logical places. 2016-06-09 15:20:45 +01:00
toasterbabe 19b186e52e Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot. 2016-06-09 15:16:25 +01:00
toasterbabe 51c769247a Compiling fixes. 2016-06-07 19:44:43 +01:00
toasterbabe aa113045d7 MI pointed out opportunity for more optimisation, and who could resist? 2016-06-07 18:18:47 +01:00
toasterbabe 9df72a966e Some simplifications after MI pointed out that the sector heights are the only thing accessed outside of the iteration. 2016-06-07 17:55:03 +01:00
toasterbabe 9d221f4f3f Teetering now supports slopes properly.
Behaves ALMOST as you'd expect. It gets the z position of the slope at the player coordinates when it comes to the sectorlist check (which is first), though, so there's a few oddities that are amplified with steep slopes:
* If the slope's sloping away from you at a steep angle, you might not be able to step down onto it, but you won't teeter (because it's at a step-down-able height if it extended to directly beneath you)
* If the slope's sloping towards you at a steep angle, you might end up in teetering frames when you're able to step down onto it (because it's NOT at a step-down-able height if it extended to directly beneath you)

HOWEVER, it would be pretty obnoxious to hold back code which is functionally superior in every way otherwise, and it doesn't really seem like there's a good way to get that checked tbph
2016-06-07 17:37:25 +01:00
toasterbabe 3591e92dfa Merge branch 'toast_slopes' of http://git.magicalgirl.moe/STJr/SRB2 into toast_slopes 2016-06-04 19:48:04 +01:00
toasterbabe ba528a075e Last few changes as reccomended by Red. (<3 u, no hetero) 2016-06-04 19:47:40 +01:00
Alam Ed Arias 31a59f8ae6 Merge branch 'next' into toast_slopes 2016-06-02 17:45:16 -04:00
Monster Iestyn 83c4dba4ce Fix crash reported by FuriousFox at http://mb.srb2.org/showthread.php?t=41536
Basically this makes sure numwadfiles is updated before loading the SOC/Lua scripts, so if a Lua script calls COM_BufInsertText with the contents "addfile scr_mysticrealm.wad" it can't overwrite the last written wadfile slot! Not that COM_BufInsertText really should be used like that to begin with
2016-06-02 20:16:25 +01:00
toasterbabe c1caf21323 Reccomended by MI: Dividing by the original friction value just so slopes with normal friction don't behave differently between next and this branch. 2016-06-02 16:51:12 +01:00
toasterbabe 882622d2e7 ...I made two major mistakes with P_GetMobjGravity.
*Didn't take into account object scale
*Doubled force when on the ground (ignore what the comment of the line I moved says, it was relevant for slopes...)

This also led to a mistake with slopes, where I was double-multiplying by the gravity constant to get half (because of a quirk of numbers...)
2016-06-02 16:42:07 +01:00
toasterbabe 213a9632ca Let's multiply the thrust by the mobj's friction. You should have less chance of purchase on a slippery slope (tee hee) and more on a rough one, but the slopes were basically identical during testing before I implemented this change. 2016-06-02 16:09:33 +01:00
toasterbabe 80fceafcb9 Merge branch 'toast_slopes' of http://git.magicalgirl.moe/STJr/SRB2 into toast_slopes 2016-06-02 14:40:36 +01:00
toasterbabe 1493537dfc Moved the standingslope check in P_ZMovement to after the FOF and height adjustment as it is in P_PlayerZMovement, as reccomended.
Doesn't actually stop Crawla jittering, but might as well make it happen for consistency's sake.
2016-06-02 14:39:41 +01:00
wolfy852 919e3ed0e2 Make token available to Lua as a global variable
Reviewed by @RedEnchilada
2016-06-01 21:06:24 -05:00
Alam Ed Arias 507b336bd6 Merge branch 'next' into toast_slopes 2016-06-01 15:36:46 -04:00
Alam Ed Arias 5c24efac21 Merge branch 'master' into next 2016-06-01 15:35:03 -04:00
toasterbabe 44a6e8bb54 I_Error description syntax consistency (buzzword buzzword buzzword). 2016-06-01 19:52:12 +01:00
Alam Ed Arias a7640e4d6c travis: compress the build cache 2016-06-01 14:32:03 -04:00
Monster Iestyn 43b6b2a53f Merge branch 'master' into next 2016-06-01 19:31:57 +01:00
Monster Iestyn 7fc1c7466d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git 2016-06-01 19:24:00 +01:00
Monster Iestyn c863e311fe OpenGL: Fix upper texture Effect 1 only skewing 2016-06-01 19:22:54 +01:00
Alam Ed Arias dfe5246636 appveyor: only for taggeed master builds 2016-06-01 14:01:12 -04:00
Monster Iestyn bf85cc25bd OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews 2016-06-01 18:51:38 +01:00
Alam Ed Arias 629dd8e08f Merge branch 'next' into toast_slopes 2016-06-01 11:47:22 -04:00
Alam Ed Arias 0444e8a14c Merge branch 'master' into next 2016-06-01 11:45:57 -04:00
toasterbabe ae8b45965c No Size_t --> int
in an I_Error print!
[/rhyme]
2016-06-01 16:45:10 +01:00
Alam Ed Arias d86dc67218 travis-ci: add back xcode6.2 2016-06-01 11:23:30 -04:00
toasterbabe 76d108d760 Whoops, didn't realise pushing fixed and integer were different. My mistake. 2016-06-01 14:49:14 +01:00
toasterbabe 62c4338d60 Added P_GetMobjGravity to Lua. Check /toaster/gravitytest.lua for sample script. 2016-06-01 13:19:44 +01:00
Alam Ed Arias f21c72b889 debug: always load exchndl.dll 2016-05-31 21:30:18 -04:00
Alam Ed Arias ef290723c2 Merge branch 'master' into next 2016-05-31 17:57:12 -04:00
Alam Ed Arias 5401257c74 travis-ci: llvm's APT repos are offline for now 2016-05-31 17:56:05 -04:00
Monster Iestyn d24cc49443 Fix FOF height checks all over p_spec.c to account for slopes
This fixes certain sector specials and linedef executor specials etc not accounting for players/mobjs touching sloped FOFs
2016-05-31 21:31:29 +01:00
toasterbabe 7071fbe29e I made a mistake. Fuck git reverts, they are a nightmare, let's just do this the old fashioned way. 2016-05-31 18:13:17 +01:00
toasterbabe d4d44777f4 Okay, now vertex slopes aren't placement-order-dependent any more. Hopefully this is the best way to handle things. 2016-05-31 17:43:27 +01:00
toasterbabe d998ddfae4 When you haven't found all the vertices, it's just not safe to carry on. Hit them with a descriptive I_Error so they don't get confused as hell like Glaber did. http://mb.srb2.org/showthread.php?t=41455 for reference.
Also took the opportunity to nuke or otherwise neuter a bunch of Kalaron's bizzare ramblings (most are questions which have long-been answered by Red's efforts) at the same time.
2016-05-31 17:07:28 +01:00
Alam Ed Arias 7dd3a4ba7b Merge branch 'master' into next 2016-05-31 11:26:51 -04:00
Alam Ed Arias 2262e4aeb9 travis-ci: allow clang-3.8 to fail 2016-05-31 11:26:29 -04:00
toasterbabe da2abbb39f Failed a build because C is an obnoxious language. 2016-05-31 16:24:51 +01:00
toasterbabe 6058eec1c9 Holy shit. I spent two hours staring at how garbage this code was and didn't even realise it was #ifdef'd out behind a define not even mentioned in doomdef.h. It's not actually used anywhere (superseded entirely by the much nicer, much more relevant P_NewVertexSlope()... out with you, ancient, foul demons who should've been SPRINGCLEANed long ago. 2016-05-31 16:14:21 +01:00
Alam Ed Arias bd588ad0f4 travis-ci: note down what version of clang we are compiling with 2016-05-31 11:06:47 -04:00
Alam Ed Arias 9122c3e5ea Merge branch 'travis-ci' into 'master'
Travis ci

Ok, now SRB2 on travis-ci is tested to be compiled against 17 buildsets

Now, what am I doing wrong?

See merge request !74
2016-05-31 11:02:51 -04:00
toasterbabe ad61050bb0 Whitespace removal. 2016-05-31 16:01:05 +01:00
toasterbabe fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00
Alam Ed Arias 61faee12bc travis-ci: add back clang 3.6 to 3.8, but also have toolchain test repos into the mix 2016-05-30 17:52:30 -04:00
Alam Ed Arias 9a703bbeda travis-ci: drop clang 3.6, 3.7 and 3.8 2016-05-30 17:41:23 -04:00
Alam Ed Arias 5e154ce3fd travis: use the correct binary name for clang 2016-05-30 17:21:24 -04:00