Commit Graph

2541 Commits

Author SHA1 Message Date
Monster Iestyn 787d5b598d gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn 67a2922558 Ensure file is closed whenever MD2 reading errors happen 2018-10-27 18:53:38 +01:00
Monster Iestyn b150e842fc Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version 2018-10-27 18:53:18 +01:00
Monster Iestyn 29d8e34d03 Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway) 2018-10-27 18:52:34 +01:00
Monster Iestyn 9fb301ecb5 don't bother with inlining the function, on second thoughts 2018-10-27 16:47:56 +01:00
Monster Iestyn bb3d850bbf static the buffer, forgot to do this earlier 2018-10-27 16:27:00 +01:00
Monster Iestyn e4e76f83c3 Use temporary buffer with a max size of 255 bytes instead of having Microsoft's FormatMessageA alloc one for us. Also, provide a fallback message in case no message was available for some reason 2018-10-27 16:09:14 +01:00
Monster Iestyn 3b39a25ade Save the result of errno (aka WSAGetLastError() for WinSock) as soon as possible, to prevent anything in SOCK_GetNodeAddress resetting the value to 0 while trying to print the message for the error itself! 2018-10-27 15:49:04 +01:00
Monster Iestyn ab38e6cebb Creating a quick get_WSAErrorStr function to act as a wrapper for FormatMessageA so we can string-ify Winsock errors properly
Untested!
2018-10-27 15:36:15 +01:00
Monster Iestyn e95b54e64f missed this ESLOPE-needed area from a few commits ago apparently :V 2018-10-21 20:35:14 +01:00
Monster Iestyn 772004d3fd Fix editing slope xydirection with Lua 2018-10-21 18:25:13 +01:00
Monster Iestyn 3ec8743c1b Fix up the ability to edit slope zdelta and zangle with Lua (zangle is untested as of writing) 2018-10-21 17:32:53 +01:00
Monster Iestyn e15ed742c1 add ESLOPE ifdef checks around all the Lua slope support code that was there before I was involved 2018-10-21 16:27:54 +01:00
Monster Iestyn bd0c187e68 Merge branch 'next' into lua-slopes 2018-10-21 16:03:48 +01:00
Monster Iestyn 10f9403619 Merge branch 'master' into next 2018-10-21 15:39:30 +01:00
Monster Iestyn 0e6c5cf342 Merge branch 'mapheader-lua-unarchive-hotfix' into 'master'
mapheader lua unarchive hotfix

See merge request STJr/SRB2!302
2018-10-21 10:37:17 -04:00
Monster Iestyn 87afae9cf5 Fix unarchiving of mapheader_t userdata Lua variables 2018-10-21 15:15:54 +01:00
Monster Iestyn efff869e6e Add mobj.standingslope to Lua 2018-10-21 15:12:51 +01:00
Monster Iestyn 2ec4f2024f Added support for pslope_t userdata variables in Lua archive/unarchive code 2018-10-21 15:00:07 +01:00
Monster Iestyn 9296aaa28c zangle should be shifted down by ANGLETOFINESHIFT if we're to use FINETANGENT on it 2018-10-20 23:36:06 +01:00
Monster Iestyn 4edeeb6953 Add P_GetZAt to Lua 2018-10-20 21:08:59 +01:00
Steel Titanium ea4ce70fde Merge branch 'public-music-cleanup-st' into 'music-clean'
Apply music code cleanup changes

See merge request SteelTitanium/SRB2!1
2018-10-20 14:12:58 -04:00
Monster Iestyn 61fa7026a1 add vector2 and vector3 userdata types to simplify getting a slope's o/d/normal 2018-10-20 19:00:37 +01:00
Steel Titanium 87d3552ff9 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2 into music-clean 2018-10-20 14:00:12 -04:00
Monster Iestyn 7d4e27937d Merge branch 'next' into lua-slopes
# Conflicts:
#	src/lua_maplib.c
2018-10-20 18:31:06 +01:00
Monster Iestyn d57c54f93b Merge branch 'master' into next 2018-10-20 14:13:13 +01:00
Monster Iestyn 445a6737ea Merge branch 'public-music-cleanup' into 'master'
Music Code Cleanup

See merge request STJr/SRB2!278
2018-10-20 09:12:09 -04:00
mazmazz cc0d1db9d8 Merge remote-tracking branch 'steeltitanium/music-clean' into test-public-music-cleanup 2018-10-19 23:56:56 -04:00
mazmazz a288b95458 Merge remote-tracking branch 'public-gitlab/master' into public-music-cleanup 2018-10-19 22:04:26 -04:00
Monster Iestyn 29b242a5bd Merge branch 'endgame-code-refactor-backport' into 'next'
Endgame code refactor

See merge request STJr/SRB2!297
2018-10-19 17:31:19 -04:00
Monster Iestyn fe2af34ee5 Merge branch 'master' into next 2018-10-14 20:49:35 +01:00
Monster Iestyn 423403eab5 Merge branch 'sound-handle-fix' into 'master'
Handle fix for SDL Mixer

See merge request STJr/SRB2!301
2018-10-14 15:46:25 -04:00
Monster Iestyn b720cb10dc Merge branch 'pris_accurate-gif-delay' into 'master'
More accurate GIF delay

See merge request STJr/SRB2!276
2018-10-14 15:44:33 -04:00
Monster Iestyn b2f196d418 Merge branch 'no-doubling-texture-heights-plz-backport' into 'next'
No doubling texture heights plz

See merge request STJr/SRB2!296
2018-10-14 15:43:57 -04:00
Monster Iestyn cc7d9509f2 Merge branch 'mi-a-bit-of-cleanup-backport' into 'master'
MI's unimportant code cleanup

See merge request STJr/SRB2!295
2018-10-14 15:43:32 -04:00
Sryder 3886888b30 Fix missing commas and missed interface 2018-10-14 10:14:07 +01:00
Sryder 6184f91dd3 Add an int to I_PlaySound to tell an interface which channel number SRB2 is using.
I've voided this out on other sound interfaces than SDL Mixer ones because I'm both not sure whether they need it, and not sure how to make them work with it if they do.
2018-10-13 23:01:11 +01:00
Monster Iestyn 80cbad61c0 Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn bedfed2f00 Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Steel Titanium 450b536147 Remove the condition in restartaudio command.
No longer needed as S_RegisterSoundStuff will return early if in
dedicated mode.
2018-10-11 20:11:37 -04:00
Steel Titanium b3faed190b Move commands and console variable into s_sound.c 2018-10-11 16:29:43 -04:00
Monster Iestyn feceaf6d30 Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission
Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
2018-10-11 21:25:15 +01:00
Monster Iestyn 2bb7df5f49 G_ExitLevel tweak: Use HU_ClearCEcho() instead of HU_DoCEcho(""), the latter causes an empty line to appear in log.txt 2018-10-11 21:25:04 +01:00
Monster Iestyn 31f3f8b8e7 Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame 2018-10-11 21:24:53 +01:00
Monster Iestyn c1d5c711a9 Be gone ye old texture hack 2018-10-11 21:08:25 +01:00
Monster Iestyn 9c464742b7 Remove "playerdeadview" variable; it's not been used for its stated purpose for who knows how long now
Besides rankings popping up when you die just sounds weird anyway, maybe I'm just used to SRB2 not doing it I guess
2018-10-11 20:00:45 +01:00
Monster Iestyn ef78c942f7 Remove unused ObjectPlace_OnChange prototype (from when Objectplace was a consvar, which it is not anymore) 2018-10-11 20:00:34 +01:00
Monster Iestyn 49c5a6f7e4 Remove unused "runcount" variable from p_local.h 2018-10-11 20:00:23 +01:00
Monster Iestyn 91b2f5e570 "t" is not needed to take out fencepost cases from viewangletox 2018-10-11 20:00:05 +01:00
Monster Iestyn 07dd527e7e Removed unused function prototypes in d_main.h
Also corrected what appears to be a typo in some comments above?
2018-10-11 19:59:47 +01:00