Commit Graph

863 Commits

Author SHA1 Message Date
Hank Brannock f94d3a1fb0 The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).
Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.
2016-05-22 22:38:16 -04:00
Alam Ed Arias 79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias 47ae39ea62 netplay: fix off by 1 2016-05-22 11:03:04 -04:00
Alam Ed Arias f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias 57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias 9550f9626b r_opengl.dll: UPX and static link libgcc 2016-05-20 17:36:46 -04:00
Alam Ed Arias ff5587d1d5 Merge branch 'master' into next 2016-05-19 18:03:56 -04:00
Monster Iestyn c846b0ab23 Aren't some of these things already added later in sdl/Makefiles.cfg?
* -lSDL2_mixer is already added to SDL_LDFLAGS by default, unless NOMIXER=1 is set
* -DSDLMAIN should also be added to OPTS by default for MINGW=1 builds, unless NOSDLMAIN=1 is set
2016-05-19 16:51:05 +01:00
Alam Ed Arias e2a5783521 Merge branch 'master' into next 2016-05-19 01:39:45 -04:00
Alam Ed Arias 6aa1aeb838 build: include own copy of SDL2main 2016-05-18 22:25:06 -04:00
Alam Ed Arias ef488d2b03 MSVC: link to SDL2main, then SDL2 2016-05-18 21:41:27 -04:00
Alam Ed Arias 7193df7f75 MSVC: turn off SAFESEH for SDL release builds 2016-05-18 21:28:53 -04:00
Alam Ed Arias ab9f2ea831 MSVC: fixup Debug build linked 2016-05-18 21:11:30 -04:00
Alam Ed Arias 7058baed44 Merge branch 'master' into next 2016-05-18 20:07:27 -04:00
Alam Ed Arias 205d16e3af added unsaved project changed 2016-05-18 20:05:24 -04:00
Alam Ed Arias a4b0f89caf MSVC: fixedup SDL2 build 2016-05-18 20:01:50 -04:00
Alam Ed Arias bbf9f5adc8 Makefile: use built-in SDL2 and SDL2_mixer for Mingw32 and Mingw64 2016-05-18 16:54:55 -04:00
Monster Iestyn b4cf7fbc97 Fix player 1 and player 2 affecting whether the other can see skyboxes or not 2016-05-18 18:20:56 +01:00
Monster Iestyn 1e50691e08 Remove extern for unused "oncontinuescreen" variable 2016-05-18 17:41:11 +01:00
Inuyasha ab7af594d9 Merge branch 'nights-hotfix' into 'next'
NiGHTS hotfix

Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them

These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.

See merge request !71
2016-05-18 07:09:05 -04:00
Alam Ed Arias 5aa48cf7ca fixed up old VS 2010 project to work with VS 2015, tested with FMOD/DirectX 2016-05-18 01:35:35 -04:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn e3dac00aa9 If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn ea1cac8e24 Fix NiGHTS drill constantly starting if you're moving sideways on ground
Also disabled normal mobj friction from NiGHTS and tweaked bouncing code just in case?
2016-05-15 22:09:22 +01:00
Monster Iestyn 89ce257248 Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
2016-05-14 23:57:56 +01:00
Monster Iestyn f579a12d2c Fix up more Lua error messages to be more meaningful (and work properly, in some cases) 2016-05-14 23:52:40 +01:00
Monster Iestyn 947e8c56ec Removed redundant momx/momy assignment from NiGHTS movement code.
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Alam Ed Arias dff64b854a remove blank lines at EOF of new files 2016-05-13 00:12:51 -04:00
Inuyasha a595f2369c fix infinite bounce rings 2016-05-12 13:52:41 -07:00
Monster Iestyn 00516e5e9f Update comment stating visplane_t size in bytes 2016-05-12 18:02:44 +01:00
Inuyasha 3235351b99 And now Lua yells at you for doing what I just fixed 2016-05-11 14:33:50 -07:00
Inuyasha fbce35d27e cast P_Random(Key/Range) PRNG calls to INT64 to preserve old behavior
(it's still technically "undefined" behavior anyway)
2016-05-11 13:54:40 -07:00
Alam Ed Arias a529dca69f SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it 2016-05-10 18:20:14 -04:00
Monster Iestyn 70a72baabc Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way 2016-05-10 20:19:42 +01:00
Alam Ed Arias d89890ff85 tables: slipts the loops tables into diff files 2016-05-10 10:54:59 -04:00
Alam Ed Arias be0c062c5b Precache: fix off by one, making the precache code write into memory it should not be touching 2016-05-09 20:10:14 -04:00
Inuyasha a9be5ba867 fixed memory issues Alam running valgrind found 2016-05-08 20:34:43 -07:00
Inuyasha 987f65fde8 Merge branch 'demo-replay-fixes' into 'next'
Demo replay fixes

Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)

See merge request !66
2016-05-07 06:17:39 -04:00
Nipples the Enchilada fe20a35aee Disable camera rotate buttons if you aren't viewing yourself
They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Inuyasha 1c81f192d8 it isn't settled until you add in the deprecation warning 2016-05-06 21:52:00 -07:00
wolfy852 5e50a51386 [2.1.15] Restore backwards compatibility for tan()
DO NOT MERGE THIS INTO THE INTERNAL REPO. This is a temporary 2.1.15 only fix. This commit allows an optional boolean for tan(), which when true will automatically shift angles by ANGLE_90.
2016-05-06 17:48:28 -05:00
Inuyasha 604ae7d072 move variable fetching from Lua out of min/max macros 2016-05-05 19:23:46 -07:00
Monster Iestyn c8cdded81e Multiply downwards thrust on slopes by the actual "gravity" variable. Also account for mobj scale (it affects gravity added in P_CheckGravity, so it makes sense here). 2016-05-05 18:19:06 +01:00
Monster Iestyn 857cd32369 step through light heights too if there is an overflow for a midtexture column 2016-05-05 17:49:57 +01:00
Inuyasha ce4b5db494 organize conditions in a more optimized way
the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway.

it's a nitpicky thing, but this is the renderer we're talking about here.
2016-05-05 07:20:53 -07:00
Inuyasha 5e8be250a7 fix going under FOFs causing artifacts
i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
2016-05-05 06:33:19 -07:00
Inuyasha cd877fea1f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-05-05 02:32:29 -07:00
Inuyasha 4274fb7b92 I hate FOFs; attempted to fix extra tall FOFs breaking
Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start)
This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
2016-05-05 02:31:53 -07:00
Wolfy 0549ac270b Merge branch 'toast_credits' into 'next'
One more name in the credits

I probably messed up by making toast_credits based on master instead of next. If that's blocking, just delete this branch and I'll re-do it. It's a single line, though - shouldn't exactly matter so much.

Could probably stand to be merged into Internal as well, since I hadn't actually worked on any textures when we'd updated the credits there.

See merge request !69
2016-05-04 16:25:16 -04:00
toasterbabe a4a5ac161f One line through selfish methods. Probably works in both Next and Internal. 2016-05-04 20:14:24 +01:00