Commit graph

2483 commits

Author SHA1 Message Date
toasterbabe
93dce12fce Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly.
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.

Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
2017-06-25 20:46:30 +01:00
Monster Iestyn
c653289121 Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-06-25 20:22:01 +01:00
Monster Iestyn
0eaebb16fc Check if existing animdefs have the same type as the animdef we're parsing 2017-06-25 18:17:05 +01:00
Monster Iestyn
f44d769d39 dehacked.c cleanup
*removed Texture/Patch SOC implementations, since they weren't used in the end
*removed remnants of AnimTex and some Spritename thing
*none of the save* arrays in DEH_LoadDehackedFile were being used, so I removed all related code disabled or otherwise
*DEH_LoadDehackedFile doesn't need a "wad" param anymore since only the Patch block was using it
2017-06-24 20:33:56 +01:00
Monster Iestyn
7d82ac406e whoops forgot to change these two 2017-06-24 19:27:29 +01:00
Monster Iestyn
b2941087de Move all the leftovers of the "title" print code into D_Titlebar, since it's only used by DOS now 2017-06-24 18:39:17 +01:00
Monster Iestyn
9d24186ecd Removing D_SRB2Main's OS2 window title code
"pmData" was originally declared in the files in the (non-SDL) OS2 source subfolder, last known to be present in Demo 4.1's source code ...said folder has not been around for over a decade, so this would definitely fail to compile if you tried compiling for OS2 without SDL anyway
2017-06-24 18:27:43 +01:00
Monster Iestyn
d263c4fcd4 Remove unused static vars in d_main.c (and remnants of some of them) 2017-06-24 18:15:06 +01:00
Monster Iestyn
e3f627120f Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/p_mobj.c
2017-06-23 17:19:06 +01:00
Alam Ed Arias
1111282908 Merge branch 'master' into next 2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
OpenGL slope FOF lighting fix

This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P

See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
44f33e6732 Merge branch 'touching_fixes' into 'next'
Fixes with respect to sector special touching and slopes

Some important stuff.

* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.

Also, an experiment behind a #define which currently isn't turned on:

* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.

See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d Merge branch 'polyobject-seg-render-fix' into 'master'
Polyobject seg render fix

This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.

This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)

See merge request !195
2017-06-22 17:29:01 -04:00
Monster Iestyn
abf92e965c Merge branch 'ping-fix' into 'next'
Ping-related code fix

Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.

I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.

See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770 Merge branch 'ld414-invalid-sound-fix' into 'next'
Ld414 invalid sound fix

This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.

See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2 Fix PlayerSpawn hook not being called if the player is respawned at a starpost 2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b Scale should be fixed_t not UINT16!
This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
1119ffab0f Merge branch 'master' into next 2017-06-09 22:34:20 +01:00
Monster Iestyn
997eb58c93 Fix invalid sfx numbers supplied to linedef type 414 crashing the game
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
2017-06-07 18:24:06 +01:00
Monster Iestyn
c3c85bb4d2 Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
2017-06-03 17:47:46 +01:00
Monster Iestyn
3658b22a7f wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord)
Don't worry I'm not going mad, this is actually how it's supposed to be
2017-06-03 14:46:03 +01:00
Monster Iestyn
2e42c9621c Eck, potted another node/player confusion for clients reciving PT_PING 2017-06-01 20:46:44 +01:00
Monster Iestyn
fe15305df0 Merge the two NEWPING parts of NetUpdate into one block 2017-06-01 20:43:24 +01:00
Monster Iestyn
3d86e7135d Fix confusion between nodes and players in ping updating code and PT_PING packet sending code 2017-06-01 19:01:57 +01:00
Monster Iestyn
3f9bebd05e Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/lua_thinkerlib.c
2017-05-31 15:18:05 +01:00
Alam Ed Arias
6847a89bc2 OpenGL: check for 1.3+ or 2.0+, not just 1.3/2.X to 4.X 2017-05-29 23:04:03 -04:00
Alam Ed Arias
6be7693ecb OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime 2017-05-29 22:52:51 -04:00
Monster Iestyn
f96844b262 Fix screenshots taken in OpenGL with 1366x768 being messed up
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
2017-05-29 21:28:36 +01:00
Yukita Mayako
9f3fda37b0 Merge branch 'next' into hotfix_thinkers.iterate 2017-05-28 15:07:20 -05:00
Alam Ed Arias
2223283208 Merge branch 'next' 2017-05-28 11:37:16 -04:00
Monster Iestyn
0536e1d862 Merge branch 'update-to-v2.1.19' into 'master'
Update to v2.1.19

It should says what on the tin.

See merge request !190
2017-05-27 20:24:45 -04:00
Yukita Mayako
e192c5be4d Merge branch 'next' into hotfix_thinkers.iterate 2017-05-27 15:45:13 -05:00
Monster Iestyn
806b101984 Merge branch 'master' into next 2017-05-27 20:10:48 +01:00
Monster Iestyn
7294e15ec6 Merge branch 'ignore-askinfoviams' into 'master'
Ignore askinfoviams

Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)

See merge request !191
2017-05-27 15:09:14 -04:00
Yukita Mayako
c44a935b04 Rewrote thinkers.iterate to handle invalid pointers elegantly. 2017-05-27 14:03:27 -05:00
Monster Iestyn
d20efa5a74 Entirely ignore PT_ASKINFOVIAMS packets, since it turns out it's not even sent by the MS anyway 2017-05-27 19:06:46 +01:00
toasterbabe
2c7fb73432 Minor optimisation. (I'm picking at this branch! I should stop doing that and work on something else.) 2017-05-27 15:10:16 +01:00
toasterbabe
d685060aef Store importance (nmuslumps check) to prevent having to do it again when doing d_netfil stuff. 2017-05-27 14:01:26 +01:00
toasterbabe
33d5373e84 Don't need this addition any more. 2017-05-27 13:13:00 +01:00
toasterbabe
cbe56b1b06 Essentially - show how close the numwadfiles is getting to the maximum as WELL as the packetsizetally. 2017-05-27 12:36:33 +01:00
Alam Ed Arias
877e9510f7 Update version number to v2.1.19 2017-05-26 21:38:49 -04:00
Alam Ed Arias
86a76a9766 Makefile: disable GETTEXT by default 2017-05-26 18:10:53 -04:00
Alam Ed Arias
0e0769d11a Merge branch 'master' into disable_gettext 2017-05-26 18:06:57 -04:00
Monster Iestyn
11d57fba1b Merge branch 'master' into next 2017-05-26 23:02:06 +01:00
Monster Iestyn
3928b75b7a Merge branch 'netcode-hotfix' into 'master'
Netcode hotfix

Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.

It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).

See merge request !185
2017-05-26 18:00:43 -04:00
Monster Iestyn
0bb4e76e73 Merge branch 'too_many_wads_in_netgames' into 'next'
A bunch of bugfixes about too many wads in netgames

Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.

Done into next because I might as well be 100% safe, even though this could probably work on master as well.

See merge request !187
2017-05-26 17:58:53 -04:00
Monster Iestyn
1699d8a05f Merge branch 'missiles_n_slopes' into 'next'
Missiles 'n slopes

Fixed that thing where missiles like sliding up slopes for some reason.

This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.

See merge request !181
2017-05-26 12:25:31 -04:00
toasterbabe
db2f8a50ba Make sure that the number of files you're trying to add is properly considered! 2017-05-26 16:16:10 +01:00
toasterbabe
d3bd17d862 Make the zeroed temperature gauge actually look right. 2017-05-26 16:04:10 +01:00
Monster Iestyn
4d1af86431 Cleanup part 2, make ye old 2.1.18 warning a debugfile only message, and make the node == -1 have its own debugfile only message too
Also get rid of a stray newline
2017-05-26 15:30:26 +01:00