LJSonik
a4af974f5e
Merge branch 'master' into minor-net-command-fixes
2018-02-14 21:07:10 +01:00
Louis-Antoine
d56c00a466
Fix SV_StopServer not calling D_Clearticcmd correctly
2018-02-14 21:00:55 +01:00
Monster Iestyn
1ab046de89
Merge branch 'master' into hardcoding-time-again
2018-02-14 16:24:05 +00:00
Alam Ed Arias
f1fa3855e5
Merge branch 'public_next' into private
2018-02-14 10:34:36 -05:00
Alam Ed Arias
8722b369a3
Merge branch 'master' into next
2018-02-14 10:29:24 -05:00
Louis-Antoine
64a108e24a
Don't allocate memory for net commands already executed, as it would cause them to be never freed
2018-02-14 15:09:52 +01:00
Monster Iestyn
4885c3b719
Merge branch 'master' into hardcoding-time-again
2018-02-13 21:21:30 +00:00
Monster Iestyn
f5035e70ea
Don't attempt to load the "Lua/" or "SOCs/" folder lumps themselves as Lua/SOC lumps
2018-02-13 21:12:42 +00:00
Louis-Antoine
851c52f3dd
Do not prevent all net commands for the current tic from being executed because of an unkown net command ID
2018-02-13 17:53:18 +01:00
toasterbabe
78bb534550
Fixed the strengths going in the wrong direction of transparency in GL!
2018-02-12 21:31:03 +00:00
toasterbabe
4d5dac0d03
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-02-12 18:59:01 +00:00
toasterbabe
a1d12429e4
* Move the non-mapping drawFill out of the source code function and into the Lua interface.
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* Add a drawFill fallback for COLORMAP too.
* Correct a few index mishaps.
2018-02-12 18:23:57 +00:00
toasterbabe
b0888c44bd
* Total overhaul of V_DrawFadeScreen(color, strength!
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- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
Monster Iestyn
02862511ae
Fix SOC/Lua loading messages to display full names or even display at all (for PK3s at least), and otherwise some cleanup of existing code for the messages.
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Also, I moved lua_lumploading on/offing to LUA_LoadFile.
2018-02-09 22:43:08 +00:00
Monster Iestyn
7243355923
Make sure both software and OpenGL ignore patches that are completely out of a multi-patch texture's bounds.
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This fixes OpenGL in particular crashing because of such a weird situation.
2018-02-09 17:23:35 +00:00
Monster Iestyn
de8b6e2c96
Merge branch 'master' into hardcoding-time-again
2018-02-08 20:33:17 +00:00
Monster Iestyn
46704455bb
Merge branch 'master' into file-loading-cleanup
2018-02-08 20:32:59 +00:00
Monster Iestyn
78d3ddcb34
Merge branch 'public_next'
2018-02-08 20:31:53 +00:00
Monster Iestyn
6f491daa94
Merge branch 'playdemo-custom-home-fix' into 'next'
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Fix for "playdemo" not working with custom home paths
See merge request STJr/SRB2!221
2018-02-08 15:29:39 -05:00
Monster Iestyn
2692d6f9dc
optimised R_ExpandPlane too
2018-02-07 18:11:32 +00:00
Monster Iestyn
5533c97c69
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this)
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Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
2018-02-07 17:46:01 +00:00
Steel Titanium
361bd92b4a
Smoother MD2 interpolation
2018-02-06 14:50:08 -05:00
Monster Iestyn
17bedfbd87
Correct backwards skies for OpenGL too
2018-02-03 21:39:36 +00:00
Monster Iestyn
e95987f4ae
Added proper support for upside-down thok barriers, in both renderers
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Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
2018-02-03 19:48:18 +00:00
Monster Iestyn
7f7b459f69
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
2018-02-03 18:30:49 +00:00
Monster Iestyn
c41b3a186a
Pushing all my work to make OpenGL consistent with my changes to software's sky so far
2018-02-01 22:04:04 +00:00
toasterbabe
c444a460a3
cv_playername already has a valid default value of "Sonic". We do NOT need to expose things like this.
2018-01-30 22:48:53 +00:00
toasterbabe
e03e97edc8
Stop leaking names.
2018-01-30 21:25:28 +00:00
Monster Iestyn
d6427c4148
some cleanup of software's seg rendering code, moved Red's polyobject plane hack to R_StoreWallRange since it doesn't actually need to be done every column draw
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(I suspect polyobject planes don't actually need the minx/maxx hacks anymore, but I haven't the time to test that tonight nor is this branch really suited for it anyway)
2018-01-29 22:05:04 +00:00
Monster Iestyn
26578a8952
More sky fixes for software:
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* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
2018-01-28 22:08:58 +00:00
Monster Iestyn
aabf2b096f
Fix skies in software being displayed backwards
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(I'll get round to OpenGL later)
2018-01-27 19:29:41 +00:00
Monster Iestyn
2a75523be9
Move sky plane-drawing code from R_DrawPlanes to a new function called by R_DrawSinglePlane
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This potentially allows FOFs and polyobjects to display sky flats on them properly, unless skyboxes are involved in which case they'd fail either way
I also updated or added comments to some places of the sky drawing code and related where useful
2018-01-27 19:18:17 +00:00
toasterbabe
7266c7b3ec
RIP smiles
2018-01-24 02:07:30 +00:00
toasterbabe
4876fbc4bd
Added a failure animation if you don't get the emerald. https://cdn.discordapp.com/attachments/402861856219463681/405477752972509185/srb20004.gif
2018-01-23 23:13:56 +00:00
toasterbabe
5be0c1f37d
* Improve the rendering of emerald coinboxes.
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* Make emeralds fall onto the end tally. https://cdn.discordapp.com/attachments/400761370800422922/405122775272128512/srb20003.gif
2018-01-22 23:29:57 +00:00
Monster Iestyn
844cee9e54
Hardcoded LUA_THZT from THZ1.wad, giving us the funny-looking steam whistle tree
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This concludes hardcoding of scenery items for THZ
2018-01-22 18:41:14 +00:00
toasterbabe
07b67c3059
* Update V_DrawCroppedPatch and V_DrawFill to support V_PERPLAYER.
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* Fix some mistakes in the comments for v_video.h.
2018-01-21 12:56:38 +00:00
toasterbabe
0610a1396c
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff
2018-01-20 22:18:16 +00:00
toasterbabe
2141754e54
V_PERPLAYER. (Hooh boy.)
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* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
2018-01-20 22:14:24 +00:00
Monster Iestyn
bf849ffba2
Merge branch 'next' into lua-archive-crash-hotfixes
2018-01-20 21:33:03 +00:00
Monster Iestyn
7dd919f3f8
Some fixes to prevent bad table key types causing Lua panic errors for joining players in netgames:
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* ArchiveTables: print an error if invalid key, to alert script author potentially
* UnArchiveTables: if the key is found to be nil after reading key and value, print an error and don't set them in the table
2018-01-20 21:18:16 +00:00
Monster Iestyn
9ff4c51736
Hardcoded SOC_FWR6 from THZ1.wad, also tweaked MT_THZFLOWERB's hitbox
2018-01-19 17:56:18 +00:00
Monster Iestyn
6067e94dc2
Prevent SV_SpawnPlayer from being able to freeze the game if gametic is 0. Additionally add a sanity check to prevent the loop going on more than necessary anyway
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This commit fixes -playdemo and -timedemo params for command line, allowing them to actually work again
2018-01-16 15:21:49 +00:00
Monster Iestyn
1803b12570
Merge branch 'master' into hardcoding-time-again
2018-01-13 17:49:44 +00:00
Monster Iestyn
19e93c8394
Fix missing semicolon
2018-01-12 20:05:09 +00:00
Monster Iestyn
00fe750722
G_DoPlayDemo: prepend srb2home to the demo name (if an external file) so that demos in custom home paths can be loaded
2018-01-11 16:55:42 +00:00
Monster Iestyn
edb11b84d8
W_IsLumpWad: check if the file is a PK3, so it can bail out if it isn't
2018-01-10 19:13:29 +00:00
Monster Iestyn
ac09048248
created W_IsLumpWad as a shortcut for the "is the lump a WAD" checking in the code getting map data lumps
2018-01-10 16:51:23 +00:00
Monster Iestyn
7523cbc7a4
add support for maps-in-WADs-in-pk3s to P_NetArchiveWorld as well
2018-01-10 15:24:24 +00:00
Monster Iestyn
a1212827d3
Hack up support for pk3s in Custom FOF setup, fix stray ! preventing blockmap from loading
2018-01-09 22:22:10 +00:00