Commit graph

9554 commits

Author SHA1 Message Date
SteelT
a0d8b7ec24 Merge branch 'fix-mouse-controls-setup' into 'master'
Fix mouse in controls setup menu

See merge request STJr/SRB2!706
2020-01-24 16:58:06 -05:00
MascaraSnake
383eccd630 Merge branch 'master' into next 2020-01-24 22:37:25 +01:00
Steel Titanium
788c8deddb Add newlines to GL debug print. 2020-01-24 15:44:57 -05:00
Jaime Passos
36fcd35108 Redundant define? 2020-01-24 17:05:40 -03:00
Jaime Passos
e8b942a3b8 GL_DBG_Printf instead of CONS_Alert 2020-01-24 17:04:38 -03:00
Jaime Passos
5a0119ee59 I_Error is too extreme I think, just CONS_Alert instead 2020-01-24 17:03:00 -03:00
Jaime Passos
3d97a0b73d Fix custom shader loading 2020-01-24 16:57:21 -03:00
Jaime Passos
b8862e7475 Un-HWRENDER shader lump names 2020-01-24 16:42:55 -03:00
Louis-Antoine
ba0a02d2b3 Be silent when "kicking" a disconnected player
This lets the host manually remove a body if they want,
without polluting the chat with redundant messages.
2020-01-24 19:56:57 +01:00
James R
596ff92e69 Name the archive like the EXE 2020-01-23 21:06:48 -08:00
James R
f3ffc2f82b Windows is dumb so no colon
srb2win-jameds-appveyor-exename-0a41f77a2.exe
2020-01-23 20:35:53 -08:00
James R
98297f3de2 Check if this actually is a PR before using those variables 2020-01-23 20:34:26 -08:00
James R
56abe74c18 I promise I know what I'm doing 2020-01-23 20:13:57 -08:00
James R
745f4b6492 Use the pull request repo, branch and commit
srb2win-jameds:appveyor-exename-0a41f77a2.exe
2020-01-23 19:58:26 -08:00
Jaime Passos
2f5254b468 I don't know why this happened 2020-01-24 00:35:51 -03:00
James R
0a41f77a22 Well I'm an idiot 2020-01-23 18:55:25 -08:00
Jaime Passos
17f4ba7219 st_translucency went missing in here for... reasons... 2020-01-23 23:52:11 -03:00
Jaime Passos
6b709386cf fix corona compiling lol 2020-01-23 23:41:09 -03:00
Jaime Passos
f89191c6cf Menu organisation 2020-01-23 23:15:27 -03:00
James R
a5d62ef3bb Put the abbreviated commit hash in the EXENAME for AppVeyor
srb2win-master-003f3769d.exe
2020-01-23 18:10:31 -08:00
Jaime Passos
6f2635d4c1 bye 2020-01-23 23:09:53 -03:00
James R
12da266baa Put branch name and commit hash in EXENAME for AppVeyor builds
srb2win-master-003f3769dfc531eae0071c07e45803c17fd53460.exe
2020-01-23 18:01:59 -08:00
Jaime Passos
2cdd40ffdb I LOVE MENU CODE! 2020-01-23 22:38:54 -03:00
Jaime Passos
9b927e7600 Fix warnings around load_shaders 2020-01-23 22:30:36 -03:00
Jaime Passos
40d9b7f34b Wait. 2020-01-23 22:24:35 -03:00
James R
70bcf59bd6 Fix implicit operand because GLSL is a goof or such 2020-01-23 17:22:02 -08:00
Jaime Passos
33152ee6fa Restore some model lighting code that went gone in the shaders code 2020-01-23 22:02:18 -03:00
Jaime Passos
5d3d031db3 Fix the gl_leveltime problem, I guess.
This is probably superfluous.
2020-01-23 21:25:54 -03:00
Jaime Passos
a37a028e81 Delete USE_PALETTED_TEXTURE again 2020-01-23 20:21:13 -03:00
Jaime Passos
2d4945d558 Update copyright text 2020-01-23 20:12:15 -03:00
Jaime Passos
4a8340cd4a Fix view aiming / shearing 2020-01-23 19:44:46 -03:00
Jaime Passos
5bda98764a towards 2020-01-23 19:17:05 -03:00
James R
128f0757b6 Semantics 2020-01-23 13:57:39 -08:00
Louis-Antoine
a04004071b Do not spam player quit net commands 2020-01-23 19:59:41 +01:00
Louis-Antoine
bb157866b7 Ignore disconnected players in tag gametypes
Disconnected players do not become IT at round start.

If all non-ITs are disconnected, the round ends.

If all ITs are disconnected, one of the non-ITs
becomes IT, or the round ends if in Hide & Seek.
2020-01-23 19:58:13 +01:00
Louis-Antoine
f98be013ea Do not protect non-IT players in tag gametypes 2020-01-23 18:52:16 +01:00
James R
a127045d98 Don't set controls to keys out of array bounds
Shout-out to TAG's config that somehow had
`setcontrol2 "custom3" "KEY931926528"`, cuasing the game to crash only in
Splitscreen.
2020-01-22 22:19:00 -08:00
Louis-Antoine
f07b432df4 Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Louis-Antoine
93ac266be1 Fix missing declaration 2020-01-22 04:01:06 +01:00
Louis-Antoine
a997683d1c Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into keep-body
# Conflicts:
#	src/g_game.c
#	src/p_setup.c
2020-01-22 03:57:22 +01:00
Louis-Antoine
8dbd4794c1 Teleport disconnected players to starpost if they fall in a pit 2020-01-22 03:20:27 +01:00
Louis-Antoine
7d615ed94b Refactor player spawning code a little 2020-01-22 03:19:15 +01:00
Louis-Antoine
08589dcd96 Give flashing tics to disconnected players and prevent drowning 2020-01-22 03:14:44 +01:00
Louis-Antoine
bb74b090cb Ignore players towards exit count 30 seconds after their disconnection 2020-01-22 03:11:05 +01:00
Louis-Antoine
c2682ac1b6 Let clients rejoin the server without losing their status
This is accomplished by simply preserving
the player's body after disconnecting.

Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.

Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.

From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.

Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00
James R
f906a7bcce Actually actually match the old behavior and check existing levelflats in P_AddLevelFlatRuntime BRUH 2020-01-21 16:47:47 -08:00
SteelT
003f3769df Merge pull request #447 from ConfusionAlphaX/local-resynch-fix
Fix title screen broken when leaving during resynch
2020-01-21 19:09:15 -05:00
James R
08ba4ece8e Don't check "Too many flats in level" with P_AddLevelFlatRuntime
Also moved the debug down in case anyone uses that.
2020-01-21 15:35:07 -08:00
James R
4e5644335a Revert "Fix Ploadflat closing the game with "Too many flats in level" error message"
This reverts commit 51c7074247.
2020-01-21 15:35:07 -08:00
James R
ed6ca997e2 Sonic is dead again 2020-01-21 12:24:24 -08:00