Commit graph

2189 commits

Author SHA1 Message Date
Monster Iestyn 6062223eb5 Merge branch 'master' into next 2017-05-22 13:23:46 +01:00
Monster Iestyn c23cf25f65 Merge branch 'dedicated-bonuses-fix' into 'master'
Dedicated bonuses fix

Fixes the issue reported here: https://mb.srb2.org/showthread.php?t=42530

What it turns out is going on is that making the game bail out in the middle of Y_StartIntermission if you're a dedicated server's host prevents the game from awarding the players bonuses in coop mode. Therefore it's not just special stage bonuses, but ANY kind of bonuses that can cause desyncs if someone loses all their lives.

This can be merged to master since it's a change only for dedicated server hosts, and should otherwise be compatible with 2.1.18.

See merge request !186
2017-05-22 07:15:50 -04:00
ZTsukei 192647d4f1 Lakitu Start Lights 2017-05-21 18:25:34 -04:00
Monster Iestyn 5aeb4b5919 Revert "Loop through rebound packets until you found a good one or ran out of them"
On second thought, this was probably unnecessary anyway.

This reverts commit 1078a642df.
2017-05-20 21:29:05 +01:00
Monster Iestyn 284e539c66 Don't bail out in Y_StartIntermission in dedicated mode, this causes the game not to add on score bonuses for players from the server's view of things! 2017-05-19 16:31:23 +01:00
Monster Iestyn 1078a642df Loop through rebound packets until you found a good one or ran out of them 2017-05-19 11:52:50 +01:00
Monster Iestyn 5a1fc6098e Attempts to prevent stupid stuff from happening 2017-05-19 11:25:28 +01:00
ZTsukei eaa5167f71 v1.3.16
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Fireballs narrower
Fake Item is no longer restricted while held
Held items that are restricted remain in the item wheel until used
Magnet now correctly hits nearby players and objects
2017-05-17 23:11:00 -04:00
Monster Iestyn 0cf42d8bb8 Merge branch 'next' into public_next 2017-05-17 16:18:42 +01:00
Monster Iestyn 1781ccf4ca Merge branch 'master' into next 2017-05-17 16:16:50 +01:00
Monster Iestyn b564c8ab9a Merge branch 'sdl-fixes' into 'master'
SDL fixes and cleanup

Mostly cleanup tbh. I noticed a few things that bugged me when examining SDL's code recently, thought I might as well fix them up a bit.

These changes definitely does not affect netplay, so this can be merged to master just fine.

See merge request !183
2017-05-16 23:09:23 -04:00
Monster Iestyn 8454e75e3c Merge branch 'extracolormaps-fix' into 'next'
R_InitExtraColormaps fix

This fixes the `R_InitExtraColormaps` function so that it correctly realises there are no "extra colormaps" actually in SRB2's files, rather than telling you there are 6 extra colormaps on game startup (or however many WAD files total you have added).

For those who don't know what the function does, it searches for C_START/C_END markers, and if they exist, adds any lumps inbetween to a list of extra colormaps internally. They are never used by the game though, since we last supported colormaps of that kind so long ago I don't think anyone remembers when anymore (definitely more than a decade at least).

Merging to next since I don't know if this would cause any netplay issues or not tbh.

See merge request !182
2017-05-15 17:14:47 -04:00
Monster Iestyn 17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn 87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn 4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn 093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn 222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe bdcd9125d2 Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
Alam Ed Arias 7d4146870a Appveyor: keep a stable name version of the archive 2017-05-13 12:14:09 -04:00
Alam Ed Arias 377fc81447 Appveyor: disable deployment 2017-05-13 12:07:37 -04:00
ZTsukei 2972dc9b67 Fireballs work, added to roulette.
Removed [k_fireballtimer] since it is not going to be used.
2017-05-13 11:15:35 -04:00
Alam Ed Arias 459d8064ee Merge branch 'master' into public_flatsprite 2017-05-12 20:42:55 -04:00
Monster Iestyn e6bee93e40 Merge branch 'next' into public_next 2017-05-12 22:58:31 +01:00
toasterbabe 6edfdae2c6 Merge branch 'public_flatsprite' into 'public_flatsprite'
OpenGL Flatsprites

Flat sprites in OpenGL
Is on my GitHub repo here: https://github.com/Sryder13/SRB2/tree/public_flatsprite

See merge request !143
2017-05-12 17:41:20 -04:00
Monster Iestyn a1f5caeba6 Merge branch 'update-to-v2.1.18' into 'next'
Update to v2.1.18

Exactly what it says on the tin.

See merge request !180
2017-05-12 16:08:31 -04:00
Monster Iestyn b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
ZTsukei e72b2921fb Can get items during spin-outs now
Collision now correctly ignores boo and squish
Collision now ignores star
2017-05-11 20:51:53 -04:00
Monster Iestyn 4da3b7eac1 Merge branch 'next' into public_next 2017-05-11 22:57:45 +01:00
Monster Iestyn 55fd0aba91 Merge branch 'master' into next 2017-05-11 20:47:12 +01:00
Monster Iestyn 7185455d6a Merge branch 'jetjaw-crash-fix' into 'next'
Jet Jaw crash fix

Turns out not having MF_SHOOTABLE can cause the Jet Jaw to endlessly loop between the two states, until somehow LUA_CallAction inexplicably causes Z_StrDup to crash anyway (that one's a mystery to me, I'm not going to look into it right now). I tweaked A_JetJawChomp so this endless loop can't happen anymore.

See merge request !176
2017-05-11 15:23:56 -04:00
Monster Iestyn 435ea7dc9d Merge branch 'invalid-node-hotfix_master' into 'master'
Invalid node hotfix master

Quick hotfix to prevent `Net_CloseConnection` from crashing if the node's number is invalid.

See merge request !179
2017-05-11 15:17:31 -04:00
ZTsukei d29586716a v 1.3.13
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Added that plus sign
Collision no longer affects ghosted players
2017-05-09 21:21:12 -04:00
Monster Iestyn 96c63bf95b Whoops forgot this bit too 2017-05-09 20:17:46 +01:00
Monster Iestyn 8582406dd2 prevent invalid nodes from crashing Net_CloseConnection, print a warning and return instead 2017-05-09 15:13:19 -04:00
Monster Iestyn 5950d8209f Merge branch 'next' into public_next 2017-05-08 16:24:19 +01:00
Monster Iestyn 3d5ac40d00 Merge branch 'master' into next 2017-05-08 16:17:17 +01:00
Monster Iestyn 4008cae507 Merge branch 'objs-folders-fix' into 'master'
obj folders fix

Partial backtrack of changes I made in !174. Apparently removing all the `.gitignore` files from `/objs`'s subfolders removed the only reason Git was keeping the folders alive (Git doesn't care about empty folders as it turns out). So now they have `.gitignore`s again, with a warning in each not to remove them.

See merge request !177
2017-05-08 11:16:07 -04:00
Monster Iestyn 1745966aa6 Re-add all the folders present in objs before my .gitignore changes, by adding .gitignore files again to keep them from disappearing 2017-05-08 15:54:17 +01:00
ZTsukei 1372cf55c9 Removed drown, maybe extended post-race time so it doesn't jump to results immediately
Added experimental player distance based items
2017-05-07 19:08:11 -04:00
Monster Iestyn 41130465b4 Use NF instead of normal P_SetMobjState to prevent endless looping 2017-05-07 22:21:17 +01:00
Monster Iestyn 89af58de4c Merge branch 'next' into public_next 2017-05-03 19:40:49 +01:00
Monster Iestyn 20351a103e Merge branch 'master' into next 2017-05-03 19:37:55 +01:00
Monster Iestyn 30143d2e25 Merge branch 'gitignore-stuff' into 'master'
.gitignore stuff

The following changes have been made to `.gitignore` files in the objs/ and bin/ folders:
* All the `.gitignore`s living in subfolders of objs/ have been done away with and replaced with a single `objs/.gitignore`, covering all the things that the subfolders ignored before (including depend.ped, if anyone is like me and has to remove that file manually)
* All the `.gitignore`s living in subfolders of `bin/Mingw` ignore .exes of any name, not just srb2win/srb2dd/srb2sdl. en.mo is also ignored now... or rather any .mo file (just in case). This is mostly for my own sanity and that of anyone else who uses EXENAME=[name.exe] when compiling with MinGW.

If you're not sure what `.gitignore` does exactly, as far as I'm aware it literally just tells Git what to "ignore" (or rather, not track), so anyone using Git GUI or some other Git program etc doesn't have to see changes certain files and can't accidentally commit the files or whatever.

See merge request !174
2017-05-02 22:12:37 -04:00
Monster Iestyn b364c0186b Merge branch 'next' into public_next 2017-05-01 17:36:51 +01:00
Monster Iestyn 18fa73ba05 Merge branch 'admin-ban-fix' into 'next'
Admin ban fix

Okay, THIS time admin bans should work properly. Turns out the relevant code for banning did not properly consider the case of admins doing the banning, at least until now.

Unlike my last attempt at fixing admin bans (!165), this one would require both host and admin to have the fix exe assuming everyone else would be using 2.1.17, so I'm merging to next instead of master.

See merge request !167
2017-04-30 21:05:07 -04:00
Monster Iestyn 0dabef730d Merge branch 'allowteamchange-fix' into 'next'
Allowteamchange fix

Fixes "allowteamchange no" to actually work properly and NOT desync you from the game in most cases. You can now switch TO spectator freely (as intended it turns out), and switching FROM spectator is prohibited. The "Enter Game" menu option in Match/Tag now displays one of those blue window notices just like with "Change Teams" in CTF/Team Match if you cannot change teams right now. Everything else works as you'd expect.

The de-sync issue was originally reported here https://mb.srb2.org/showthread.php?p=789965#85

See merge request !168
2017-04-30 21:04:07 -04:00
Monster Iestyn d7a216e192 Ignore all *.exe files and *.mo files (such as en.mo) in all bin/Mingw folders 2017-04-30 20:42:24 +01:00