Jaime Passos
209361ef1b
Merge remote-tracking branch 'origin/master' into opengl-is-a-bad-renderer
2019-12-12 17:39:18 -03:00
Jaime Passos
fcb738bc27
Save filtering mode and anisotropic mode cvars to config
2019-12-12 17:37:55 -03:00
Jaime Passos
a8f2318ea5
Remove HWR_AddEngineCommands
2019-12-12 17:35:41 -03:00
Jaime Passos
b093a38ecd
Please, for the love of God, Jesus and Bastet, ADD EVERY OPENGL COMMAND REGARDLESS OF THE FREAKING RENDERER!!!!!!!!!!!!!!!!!!!!!!!!!!!
2019-12-12 17:30:19 -03:00
Steel Titanium
38cee58bf8
Init MUSICDEFs if started game with music off and toggled on
2019-12-12 15:17:50 -05:00
Jaime Passos
7f6099e186
Don't reset the FOV
2019-12-12 17:06:04 -03:00
Jaime Passos
ba64007e80
Remove unused cvars
2019-12-12 16:53:31 -03:00
Jaime Passos
9a93017a7b
Add HWD_SET_MODEL_LIGHTING state
2019-12-12 16:48:37 -03:00
Nev3r
eff34fc970
Fix oversight on mapthing spawn Z calculation; ONFLOORZ and ONCEILINGZ don't equal to spawning the object at the base plane intersection.
2019-12-12 15:04:48 +01:00
Nev3r
a7f501615d
Stop things from becoming Chocapic in THZ3, ACZ2, and special stages.
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Temporarily revert function call order for mapthings.
2019-12-12 11:37:48 +01:00
Nev3r
2d526c9a3b
Move map data load procedure to separate functions.
2019-12-12 11:16:55 +01:00
Nev3r
3da7a69d0b
Move loading functions around a bit and refactor the stage data allocation code.
2019-12-12 10:35:38 +01:00
James R
ff41ba7979
nix: Fork before game code and wait to catch signals and coredumps
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Ditched signal_handler to avoid worrying about async-signal-safe functions.
D_QuitNetGame is not called, so players whose programs are interrupted by a
signal will time out from the server. Because the game runs in a child process,
the window can close before the "Signal Caught" text box appears.
"(core dumped)" is also included in the message if core dumping could be
determined.
2019-12-11 23:46:57 -08:00
James R
b701baca6d
Move I_ShutdownConsole to I_ShutdownSystem
2019-12-11 22:10:22 -08:00
Jaime Passos
740f095219
Merge remote-tracking branch 'sonicteamjuniorheadquarters/master' into gl_gifs
2019-12-12 01:39:46 -03:00
Jaime Passos
51c7074247
Fix Ploadflat closing the game with "Too many flats in level" error message
2019-12-11 22:45:47 -03:00
Tatsuru
2e1460cb5c
Hugging now requires being in the same Z position
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Don't try this at home
2019-12-11 19:13:22 -06:00
Jaime Passos
aaa0841322
Sad!
2019-12-11 22:11:00 -03:00
Jaime Passos
3c9cc53185
Merge remote-tracking branch 'origin/master' into flats-in-walls
2019-12-11 21:53:47 -03:00
James R
d46bd4e8f1
Merge remote-tracking branch 'dev-origin/master'
2019-12-11 16:21:18 -08:00
James R
112ac631ef
Merge branch 'garbage' into 'master'
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memset SERVERINFO maptitle
See merge request STJr/SRB2Internal!624
2019-12-11 19:19:29 -05:00
James R
66524a1e3f
Maybe I'm mistaken but this probably isn't needed
2019-12-11 16:14:06 -08:00
lachwright
fa52f69c21
Add TC_DASHMODE color shader
2019-12-12 01:27:41 +08:00
Jaime Passos
d00ce727a6
Organise
2019-12-11 13:26:28 -03:00
Jaime Passos
fac339a1d3
Merge remote-tracking branch 'sonicteamjuniorheadquarters/master' into wipes2
2019-12-11 13:14:11 -03:00
Jaime Passos
a3612f8765
Update f_wipe.c
2019-12-11 13:09:27 -03:00
Jaime Passos
aa4e3384bb
Merge remote-tracking branch 'origin/master' into wipes2
2019-12-11 12:57:59 -03:00
Nev3r
9ab9373084
Treat warnings as errors; comment out unused function.
2019-12-11 16:37:41 +01:00
Jaime Passos
a337ed749c
Update r_plane.c
2019-12-11 12:36:54 -03:00
Nev3r
935a1d182c
Epic oversight in upside-down spawn offset.
2019-12-11 15:48:44 +01:00
Jaime Passos
463e2567fe
Restore portal culling code that went gone by pure accident
2019-12-11 11:35:34 -03:00
Nev3r
6b5889386c
Oversight, do not free the data yet vres_Free() does it already at the end.
2019-12-11 15:16:56 +01:00
Nev3r
4fcdf23bc6
Merge branch 'virtres' of https://git.magicalgirl.moe/STJr/SRB2/ into virtres
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# Conflicts:
# src/p_setup.c
2019-12-11 14:44:42 +01:00
Nev3r
576ad30c24
Remove wrappers and dupes for map lump reading, as they are no longer used.
2019-12-11 14:40:31 +01:00
Nev3r
b9f99792db
P_MakeMapMD5() now uses virtres.
2019-12-11 14:20:08 +01:00
Nev3r
22392eaa5f
Use virtres in P_SpawnSpecials(). Whether accessing the lump again here is right or not is also a different question.
2019-12-11 14:04:09 +01:00
Nev3r
ea6becb876
'prepare' mapthings using virtres in P_LevelInitStuff(). Whether 'preparing' them or not is actually necessary is another matter.
2019-12-11 13:54:15 +01:00
Nev3r
03dab2ae5e
P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
2019-12-11 13:22:07 +01:00
Nev3r
ffb11a6bed
P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
2019-12-11 12:48:41 +01:00
Nev3r
23c0c8f68e
Added 'virtual resource' mechanism for temporary memory loaded lump lists. If you can come up with a better name then I'm all ears.
2019-12-11 11:44:46 +01:00
Nev3r
a57ead226e
Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.
2019-12-11 11:10:31 +01:00
Nev3r
be3234a4e8
Do not use mapthing flags to spawn hoops and rings; use the the previously set mapthing Z instead.
2019-12-11 10:13:52 +01:00
GoldenTails
5b61af47b0
Stop characters from being able to activate their abilities when doing a shield ability!
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Fixes #61 .
2019-12-10 23:55:52 -06:00
Jaime Passos
bd51f26807
Tilted water
2019-12-10 17:01:19 -03:00
Nev3r
3214ad0b3a
Fix NiGHTS bumpers height.
2019-12-10 18:53:49 +01:00
Steel Titanium
ab50f1255d
appveyor: Forgot to change version to 2.2.0
2019-12-10 12:53:15 -05:00
Nev3r
842afa8d67
Move mobj spawn Z calculating to a separate function.
2019-12-10 18:03:15 +01:00
Nev3r
940c36ef24
Separate Emerald Hunt emerald spawning into another function.
2019-12-10 14:21:08 +01:00
James R
7553046a52
Cvar and menu option to let user increase turn speed
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cam_turnmultiplier and cam2_turnmultiplier.
"Camera Speed" has been renamed to "Camera Spacial Speed" in the menu. "Camera
Turning Speed" is now an option.
2019-12-09 16:30:03 -08:00
Nev3r
3e9e57b3b3
Removed seemingly redundant (and incorrect) mapthing Z load code.
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The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
2019-12-09 14:05:22 +01:00