Commit Graph

1443 Commits

Author SHA1 Message Date
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
Nipples the Enchilada 6bf40b8f40 Merge branch 'gl-slope-doors' into 'master'
OpenGL slope fixes again

This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something.

(if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad)

See merge request !81
2016-06-04 14:28:07 -04:00
Monster Iestyn 4c422f6605 OpenGL: closed door/window detection code now accounts for slopes, just like in software 2016-06-04 18:31:21 +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 208fb75a17 Merge branch 'master' into software-fixes 2016-06-01 15:35:55 -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 4e41525bef Merge branch 'master' into software-fixes 2016-06-01 11:44:50 -04:00
Alam Ed Arias d86dc67218 travis-ci: add back xcode6.2 2016-06-01 11:23:30 -04:00
Alam Ed Arias 87cf02e21b Merge branch 'master' into software-fixes 2016-06-01 11:17:57 -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
Monster Iestyn d5184847d6 Merge branch 'master' into software-fixes 2016-05-31 16:29:02 +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
Monster Iestyn 8b2b49fb04 Just some final cleanup of the code I changed 2016-05-31 16:08:29 +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
Monster Iestyn eb90f4f50d welp no success in fixing the sky HOMs yet, committing progress anyway 2016-05-30 22:53:22 +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