Commit graph

1622 commits

Author SHA1 Message Date
Monster Iestyn e2a4c59e21 cv_controlperkey probably belongs in g_input.h too 2018-10-11 19:37:48 +01:00
Monster Iestyn 4b7af892e1 Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts 2018-10-11 19:37:24 +01:00
Sryder 497314fdc4 Tiny fix so that joystick2 being closed can let the JoystickSubSystem close before game close.
No memory leak here, just a very tiny thing I noticed.
2018-10-09 19:43:18 +01:00
toaster 1324e0bfcd * Fix a memory leak regarding implementation of SOC_ (improperly copypasted code from LUA_LoadLump!!)
* Optimise the repeated strlen usage into a single call, which is stored for later.
2018-10-08 18:50:17 +01:00
Monster Iestyn 12e0222929 Merge branch 'drwhoandthesleepingweather' into 'master'
Dr. Who And The Sleeping Weather

See merge request STJr/SRB2!288
2018-10-08 09:36:18 -04:00
Monster Iestyn 1049f3451a Merge branch 'sp-savegame-continue-crash-fix' into 'master'
SP savegame continues icon crash

See merge request STJr/SRB2!290
2018-10-08 09:20:45 -04:00
Monster Iestyn 1115f41f8e Merge branch 'zlib-split' into 'master'
Makefile: Split zlib and libpng

See merge request STJr/SRB2!285
2018-10-08 07:20:27 -04:00
Steel Titanium 027e6e8e3c Change win_snd.c also 2018-10-07 15:00:48 -04:00
Steel Titanium 232a7ae7b7 Change order of the ifdef 2018-10-07 14:52:25 -04:00
Steel Titanium def090c9f0 Move the ifdef 2018-10-07 14:45:03 -04:00
toaster b1e02467bf Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more! 2018-10-07 15:00:58 +01:00
Sryder fb6c329870 Fix the crashing bug hopefully
A value of 1 in freesrc for Mix_LoadWAV_RW and Mix_LoadMus_RW calls SDL_RWclose on the RWops anyway.
For Mix_LoadWAV_RW the RWops is freed right after the data is loaded (because it makes a copy of the data in memory)
For Mix_LoadMUS_RW the RWops is freed when Mix_FreeMusic is called (because the data is not a copy)
So setting 1 on freesrc doesn't actually free the RWops immediately on Mix_LoadMus_RW *unless* it failed to load any music.
2018-10-07 10:37:45 +01:00
Sryder 02597e0bf9 Fix compiler warnings. 2018-10-07 09:26:18 +01:00
Sryder d072dd2725 I think that should be NULL, not 0 actually. 2018-10-07 00:22:23 +01:00
Sryder 7b417b573c Mix_QuickLoad_RAW sets a flag in the Mix_Chunk so that Mix_FreeChunk doesn't actually Free the sound.
Checks for the flag when freeing, and if it's 0, we free the data manually after Mix_FreeChunk.
I went back to Z_Malloc and Z_Free for this because they still work after this.
2018-10-07 00:15:42 +01:00
Sryder 725a65c1f7 Call SDL_RWclose after an SDL_RWFromMem call to close the RWops. 2018-10-07 00:15:11 +01:00
Monster Iestyn 1ec601af6b Draw a star for continues if invalid skin numbers are somehow supplied 2018-10-05 22:42:36 +01:00
Steel Titanium b812a6a4ab Really fix DD compiling this time. 2018-10-04 22:56:11 -04:00
Steel Titanium fc5d969642 Fix DD compiling 2018-10-04 22:44:26 -04:00
Steel Titanium 49cb1ffe9f Restore deleted endif 2018-10-04 22:38:59 -04:00
Steel Titanium 79f5f4885c Split zlib and libpng 2018-10-04 19:47:19 -04:00
Steel Titanium f88708bb75 Fix the weird indentation 2018-09-21 12:05:52 -04:00
Steel Titanium 68ec811909 Rearrange the code.
Thanks again MonsterIestyn!
2018-09-21 11:26:08 -04:00
Steel af58ba9ae3 Remove this that somehow slipped in. 2018-09-21 07:21:49 -04:00
Steel be74b4e58b Fix up errors with buildbots 2018-09-21 07:16:54 -04:00
Steel Titanium 378495cb2b Add some stuff 2018-09-20 18:33:50 -04:00
Steel Titanium a53f036149 Use MemAvailable instead 2018-09-20 18:30:46 -04:00
Monster Iestyn 40ff436829 Remove commented out stuff, now I've confirmed everything works fine without them 2018-09-10 15:49:21 +01:00
Monster Iestyn c0bf79ad8e R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
2018-09-09 22:48:09 +01:00
Monster Iestyn 322da62b3c Fix HOM removal not working properly for non-green resolutions 2018-08-31 17:14:44 +01:00
toaster 710550bb9d Missed one! 2018-08-26 12:38:53 +01:00
Monster Iestyn d5ab3e75a5 Merge branch 'v_video_killed_the_r_radio_star' into 'master'
v_video Killed The r_radio Star

See merge request STJr/SRB2!270
2018-08-25 16:43:25 -04:00
Monster Iestyn ed5bed4d2c Merge branch 'zalloc_potter_and_the_death-free_hallows' into 'master'
Zalloc Potter and the Death-Free Hallows

See merge request STJr/SRB2!269
2018-08-25 16:43:14 -04:00
toaster 85474e33dd Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP. 2018-08-25 21:17:34 +01:00
toaster 80ac2366ba Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
* V_DrawFixedPatch and ilk:
	* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
	* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.

* V_DrawFill:
	* Reduce number of operations performed upon `c`.

* V_DrawString and ilk:
	* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
2018-08-25 19:52:17 +01:00
toaster 91eb248e46 Fix up them there ghosts!
* Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
* Make ghosts spawn properly on slopes.
2018-08-25 17:11:49 +01:00
toaster 973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
Monster Iestyn 9d3aad9036 Merge branch 'XPMupdate' into 'master'
update XPM icon

See merge request STJr/SRB2!267
2018-08-21 10:31:25 -04:00
Monster Iestyn dcf843e485 Merge branch 'defaultsoundvol' into 'master'
Change default sound volume

See merge request STJr/SRB2!238
2018-08-20 09:41:04 -04:00
Monster Iestyn 364339e1ce Merge branch 'sdl_mixer_fixes' into 'master'
SDL Mixer fixes

Closes #31

See merge request STJr/SRB2!260
2018-08-16 16:57:14 -04:00
Steel Titanium d9c7334dea Fix white being treated as transparent. 2018-08-10 19:02:03 -04:00
Alam Ed Arias 3479310546 SDL: update IMG_xpm.c 2018-08-10 17:09:11 -04:00
toaster 145c050e14 ...and R_DrawTranslucentSplat_8, even though it isn't used! 2018-08-09 17:08:20 +01:00
toaster 5daeaf529f Apply the double-colormap ordering fix to R_DrawTiltedTranslucentSpan_8 as well. 2018-08-09 16:56:43 +01:00
toaster ecc9ebe8c1 Change the order of operations when applying transparency and colormap such that colormap isn't applied to the screen pixel twice (or, in the case of R_DrawTranslatedTranslucentColumn_8, thrice).
Please note I haven't touched the ASM equivalent, given as it's not actually used.
2018-08-07 19:12:10 +01:00
Monster Iestyn 8d622ff6f8 Quick fix for LJ's password fix: don't check if password is set until we've confirmed that the receiving player is the server! 2018-08-05 20:17:30 +01:00
Monster Iestyn 485d990949 Merge branch 'gme-lowvolume-fix' into 'master'
GME low volume fix

See merge request STJr/SRB2!248
2018-07-31 14:35:32 -04:00
Monster Iestyn 16999b7080 Merge branch 'gme-pause' into 'master'
Fix pausing on gme

See merge request STJr/SRB2!251
2018-07-31 14:33:56 -04:00
Steel Titanium c02ee9a502 Re-did this fix. 2018-07-28 01:58:25 -04:00
Alam Ed Arias 1ee7eda0ad Fixup PROFILEMODE 2018-07-20 17:35:18 -04:00