Commit Graph

1596 Commits

Author SHA1 Message Date
Alam Ed Arias b22417bcfa appveyor: buildbot now using GCC 6.3, not 5.3 2017-03-12 17:26:37 -04:00
Alam Ed Arias 2823c7bffb build: fixup warnings from GCC 6.2.1 2017-03-12 17:23:56 -04:00
Monster Iestyn 5019077f82 Merge branch 'precip-overflow-fix' into 'master'
Precipitation sprite overflow fix

This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out.

I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind)

See merge request !169
2017-03-04 08:40:37 -05:00
Monster Iestyn b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
Monster Iestyn 591fe13cc0 Merge branch 'dedicated-console-fix' into 'master'
Dedicated console shift-down fix

This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc.

Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V

Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time!

See merge request !163
2017-02-05 14:44:50 -05:00
Monster Iestyn dc249c6cd5 D_ModifierKeyResponder now checks for ev_console as a "key down" event
console window uses ev_keyup too so don't worry about turning off
2017-02-04 23:26:37 +00:00
Monster Iestyn 823aa7d24d Merge branch 'td-render-fix2' into 'master'
TD render fix 2: Electric boogaloo

This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation?

See merge request !160
2017-02-03 12:27:03 -05:00
Monster Iestyn 72bd3e28ed Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
Monster Iestyn 66a45c653a Merge branch 'td-render-fix' into 'master'
TD rendering freeze fix

This is a fix for the Lava Mountain freeze issue from TD (KartKrew/TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough.

See merge request !159
2017-01-30 20:00:57 -05:00
Monster Iestyn 3212ee0b0f Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
Alam Ed Arias a29ced725d Merge branch 'master' into next 2017-01-16 16:41:38 -05:00
Alam Ed Arias 628d1c4dab DD: Mingw 3.4.5 build fix 2017-01-16 16:40:16 -05:00
Monster Iestyn e20461aa54 Merge branch 'crushfix' into 'next'
A spike bug no more

Jumping at spikes on FOFs in reverse gravity - most notably in ERZ3 - no longer teleports you downwards into the death pit beneath it.

See merge request !157
2017-01-16 16:30:50 -05:00
toasterbabe 19cd010091 Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions. 2017-01-16 17:52:06 +00:00
Alam Ed Arias c024d313ee Revert "Merge branch 'appveyor' into 'master'"
This reverts commit 6476cf3cd2, reversing
changes made to 0186b90b1d.
2017-01-15 19:47:59 -05:00
Inuyasha 6476cf3cd2 Merge branch 'appveyor' into 'master'
Appveyor: compile with Mingw32 GCC 4.9.3

Let use an old GCC to compile SRB2

See merge request !112
2017-01-15 19:41:26 -05:00
Inuyasha 2903c07a32 Merge branch 'last-few-changes-for-2.1.17' into 'next'
Last few changes for 2.1.17

what it says on the tin

* Updated version number
* Added LJSonic to credits (and changed how I look in the credits to be less stupid)
* fixed resynching players seeing the host turn into a spectator for no reason

See merge request !155
2017-01-15 19:36:48 -05:00
Inuyasha 3169b538be Hey! If you change this, add 1 to the MODVERSION below!
Otherwise we can't force updates!
2017-01-15 16:34:30 -08:00
Monster Iestyn ba3f001a09 I dun goofed, THIS is why FuriousFox disappears like that 2017-01-15 22:24:38 +00:00
Monster Iestyn 4ac709141a Added LJSonic to credits, altered how my own name + nick is shown in credits 2017-01-15 19:23:25 +00:00
Monster Iestyn e59fb38802 Update version number 2017-01-15 18:49:33 +00:00
Monster Iestyn 691d368434 if this is what caused resynching to randomly turn some people spectators then welp 2017-01-15 18:36:38 +00:00
Monster Iestyn c0fb3fce73 Merge branch 'master' into next 2017-01-14 19:23:31 +00:00
MonsterIestyn 0186b90b1d Merge pull request #158 from LJSonik/netcode-shit
Netcode shit
2017-01-14 18:41:25 +00:00
Louis-Antoine 4a4f0ea7ee Merge branch 'netcode-shit' of https://github.com/LJSonik/SRB2 into netcode-shit 2017-01-14 19:26:31 +01:00
Louis-Antoine 8298ed3559 DEBUGMODE -> _DEBUG =) 2017-01-14 19:24:22 +01:00
Alam Arias 6611b01635 Merge branch 'master' into netcode-shit 2017-01-13 20:48:42 -05:00
Louis-Antoine b8b720088e Oh? a cookie on the ground
*takes the cookie*
2017-01-13 23:10:00 +01:00
Louis-Antoine 490778cdab Why does DD exist 2017-01-13 22:34:16 +01:00
Louis-Antoine da06b9417a Merge branch 'netcode-shit' of https://github.com/LJSonik/SRB2 into netcode-shit 2017-01-13 22:02:06 +01:00
Louis-Antoine 7cca60a027 Merge branch 'master' into netcode-shit 2017-01-13 21:48:24 +01:00
Louis-Antoine 005485cf9c Fixed a warning 2017-01-13 21:30:30 +01:00
Louis-Antoine e9cb6d0331 -Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
2017-01-13 20:53:52 +01:00
Alam Ed Arias e7a1c81355 Merge branch 'cmake_nasm' into 'master'
CMake: Fix nasm Linux builds

When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files.
This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile.

After this change, binaries are successfully compiled with either nasm or yasm on Linux systems.
Tested on Ubuntu.

See merge request !153
2017-01-12 17:21:05 -05:00
MonsterIestyn 6ad64347f3 Merge pull request #156 from frozenLake/patch-1
Added transmaps to non modifying lump list.
2017-01-12 01:14:43 +00:00
Alam Arias 456f5cf6e8 Merge branch 'next' into patch-1 2017-01-11 15:50:54 -05:00
Tasos Sahanidis 5216da13f0 Don't check if SRB2_ASM_FLAGS is defined and add docstring for the assembler 2017-01-11 21:52:14 +02:00
Monster Iestyn e727fea427 Merge branch 'master' into next 2017-01-11 19:40:51 +00:00
Monster Iestyn b1168b1728 Merge branch 'CMake-inline_ASM' into 'master'
CMake: split inline ASM code from vid_copy.s code

See merge request !151
2017-01-11 11:37:21 -05:00
frozenLake d865877ca2 Merge branch 'next' into patch-1 2017-01-11 10:49:37 -05:00
Tasos Sahanidis 0f52606953 Pass -DLINUX to n/yasm 2017-01-11 03:16:48 +02:00
frozenLake e3b94c04fd Added transmaps to non modifying lump list. 2017-01-08 18:13:46 -06:00
Monster Iestyn 87dc33a78d Merge branch 'master' into next 2017-01-08 15:59:34 +00:00
Inuyasha cdc9bf3a60 Merge branch 'cb_update' into 'master'
Update Code::Block project

See merge request !145
2017-01-08 10:32:22 -05:00
Monster Iestyn 22020dda03 Merge branch 'savegame-hotfixes' into 'next'
Savegame hotfixes

Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes?

Anyway, fixes included in by this branch:
* ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay)
* Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc
* Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway)

See merge request !150
2017-01-07 18:32:07 -05:00
Monster Iestyn c93101aa74 Merge branch 'eggshield-laser-fix' into 'next'
Eggshield laser fix

Fix for http://mb.srb2.org/showthread.php?t=42250

See merge request !152
2017-01-07 14:33:27 -05:00
Monster Iestyn ad30c41179 Fix egg guard shields being endlessly killed by lasers. Simply make sure they have health first before killing them! 2017-01-07 18:02:55 +00:00
Monster Iestyn 45fdfd9f37 Merge branch 'eggscalibur_fixes' into 'next'
One Eggscalibur fix

Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.

See merge request !148
2017-01-07 10:47:02 -05:00
Monster Iestyn cd0ec0881d Merge branch 'plane-fixes' into 'next'
Software plane rendering fixes/cleanup

This is mostly cleanup, with the exception that polyobject planes should now behave somewhat better than they do in 2.1 currently (translucent polyobj planes should now always be actually translucent regardless of where you view them from, for instance). I can't claim I've fixed their rendering once and for all though, there may still be bugs for all I know...

See merge request !136
2017-01-06 21:19:09 -05:00
Monster Iestyn c601a409e1 Merge branch 'texture-fixes' into 'next'
Some texture-related fixes

Bugs fixed in this branch:
* upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
* animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
* the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.

See merge request !144
2017-01-06 21:15:22 -05:00