James R
e0a799c1ed
Merge branch 'allowshaders' into 'next'
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Let the server or an admin toggle clients' custom shaders
See merge request STJr/SRB2!1181
2020-11-08 21:09:56 -05:00
Jaime Passos
72e338a164
rename
2020-11-08 23:02:05 -03:00
James R
d28687f7f9
Merge branch 'hyperwalls-fix' into 'next'
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Fix hyperwalls
See merge request STJr/SRB2!1232
2020-11-08 20:59:28 -05:00
James R
2edf884fbf
Merge branch 'x' into 'next'
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Whitelist missing graphics
See merge request STJr/SRB2!1189
2020-11-08 20:48:25 -05:00
James R
5443c13ce3
Merge branch 'pngpal-compare' into 'next'
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Compare PNG palettes with the game's palette, instead of assuming they are the same
See merge request STJr/SRB2!1185
2020-11-08 20:46:07 -05:00
James R
4f5d6f6197
Merge branch 'write-thingies' into 'next'
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The lump is not needed for P_WriteThings
See merge request STJr/SRB2!1231
2020-11-08 20:35:51 -05:00
James R
6fc461ca53
Merge branch 'gif-dynamic-delay-v2' into 'next'
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EMERGENCY: By default use the old gif_dynamicdelay v1 behavior, but keep v2 as an option.
See merge request STJr/SRB2!1236
2020-11-08 19:33:03 -05:00
James R
a247719adf
Merge branch 'register-metatables' into 'next'
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Improve support for metatables in netgames
See merge request STJr/SRB2!1224
2020-11-08 19:30:51 -05:00
Louis-Antoine
69781faa42
Return explicitly when failing to register a metatable
2020-11-09 00:16:40 +01:00
Sally Coolatta
39acb46903
Last 3/4s: Spindash wind
2020-11-08 15:32:30 -05:00
Sally Coolatta
bffc367c36
Second-half spindash dust effect
2020-11-08 14:14:13 -05:00
Steel Titanium
63eab202c7
Remove spritedef field
2020-11-08 13:31:59 -05:00
Steel Titanium
a7e20f7081
Push skin->sprites as light userdata
2020-11-08 13:25:56 -05:00
Louis-Antoine
88408619aa
Show a console error if the gamestate contains too many tables
2020-11-08 17:33:49 +01:00
Louis-Antoine
449799bd5a
Throw an error if too many metatables are registered
2020-11-08 17:20:25 +01:00
Sally Coolatta
0e28470228
Merge master
2020-11-08 02:34:24 -05:00
Sally Coolatta
9434dd3ae3
Make the stuff that lost it use K_MomentumAngle again
2020-11-08 02:10:53 -05:00
Sally Coolatta
470e399abe
Merge master, add support for hitlag jitter in OpenGL
2020-11-08 01:56:27 -05:00
Sally Coolatta
58ea0bf677
Give the ends MF2_LINKDRAW
2020-11-08 01:32:29 -05:00
Sally Coolatta
11872504ae
Merge master
2020-11-08 01:26:40 -05:00
Sally Coolatta
b3f4483ac2
Actually, lets just fix FixedHypot instead.
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Now FixedHypot uses the code from R_PointToDist2, and R_PointToDist2 just calls FixedHypot.
Ultimately, this branch was intended to get rid of a redundant way to retrieve distance and replace it with the one that was actually good at its job. So consolidating FixedHypot and R_PointToDist2 together is just an extension of that.
2020-11-08 00:45:16 -05:00
Sally Coolatta
def9b7112a
Use R_PointToDist2 instead
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Apparently overflows less often
2020-11-07 23:56:46 -05:00
Steel Titanium
e41d1632c5
Allow access to skin.sprites[]
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Only numframes so far though, as there's already a function for what spriteframe provides.
2020-11-07 23:55:37 -05:00
Sally Coolatta
7d80a7a2f0
Merge branch 'master' into next
2020-11-07 22:21:53 -05:00
Sally Coolatta
f27a2b904b
Use FixedHypot over P_AproxDistance
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Not convinced that the small speed benefit from P_AproxDistance is worth the "aproximate"[sic] results it gives. Let's instead try a define to replace it with FixedHypot. In Lua, the function gives a deprecated warning.
Inspired by the hyperwall fix for vanilla, except for everything. From little testing, actively improves waypoint checks, bumping, speed checks, wall collisions, Jawz targetting, Lightning Shield attacks, so on.
The only way I see this as a potential downgrade is A_Look (and related functions) getting slower, which are barely used in Kart.
2020-11-07 19:47:50 -05:00
Sal
fe1f90ed03
Merge branch 'lua-ports' into 'next'
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Some Lua ports from 2.2
See merge request KartKrew/Kart-Public!241
2020-11-07 18:30:59 -05:00
Sal
2f7ed87530
Merge branch 'srb2-findplane-backport' into 'master'
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R_FindPlane optimization
See merge request KartKrew/Kart-Public!242
2020-11-07 18:30:46 -05:00
James R
c2e242d27c
Fix floating point math
2020-11-07 13:48:37 -08:00
Hannu Hanhi
c902f9addb
R_FindPlane optimization from SRB2
2020-11-07 20:32:44 +02:00
LJ Sonic
ebfa4aafbc
Merge branch 'resend-gamestate' into 'next'
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Resend gamestate when resynching
See merge request STJr/SRB2!829
2020-11-07 13:14:32 -05:00
James R
91a89d5d5e
Let's try an experiment: move the epoch forward as I_GetTime is called
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This will make it even longer until time wraps around. Have you ever run a
srb2 server for 4 years straight?
2020-11-07 01:57:09 -08:00
GoldenTails
efa5b5d4ba
Remove 3 wasteful bytes of guaranteed blank memory from some place where it's not gonna matter that much
2020-11-07 03:49:21 -06:00
GoldenTails
f8c2209f62
fix dumb memcpy
2020-11-07 03:43:55 -06:00
James R
27fbf77922
Huge perfstats refactor
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I needed to update it to make it functional with the precise timer. But I also
got sick of looking at the mess of sprintf followed by draw call.
2020-11-07 01:32:59 -08:00
James R
636307e9de
Use precise time for gif timing
2020-11-07 01:32:25 -08:00
James R
f07c6067e4
Use high precision timer, replace I_GetTimeMicros with I_GetPreciseTime and I_PreciseToMicros
2020-11-07 01:31:24 -08:00
GoldenTails
fb74fd8841
By default use the old gif_dynamicdelay v1 behavior, but keep v2 as an option.
2020-11-07 03:02:21 -06:00
James R
15b2d52c69
Remove win32 specific timer
2020-11-06 14:14:12 -08:00
James R
e87c3bd69e
Merge branch 'gif-dynamic-delay-v2' into 'next'
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Give the GIF recorder some memory so frame delays are a little more accurate
See merge request STJr/SRB2!1198
2020-11-06 17:10:45 -05:00
James R
e2df4cf027
:V
2020-11-05 22:18:41 -08:00
Zachary McAlpin
2764c283d2
Execute LUAh_PlayerThink(player) at the end if the player has a valid mobj_t object
2020-11-05 21:26:24 -08:00
Zachary McAlpin
7efb33a38e
Added PlayerThink hook
2020-11-05 21:23:22 -08:00
James R
cacca05ed3
PreThinkFrame and PostThinkFrame hooks
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Changes from e4d1b9491c ,
4456ff50ab ,
20494c4c42 ,
ee0e68d8dc .
2020-11-05 21:04:25 -08:00
James R
758a43385d
Add CV_Set, CV_SetValue, CV_StealthSet, CV_StealthSetValue and CV_AddValue to Lua
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CV_SetValue merged with CV_Set (same with CV_StealthSetValue and CV_StealthSet).
2020-11-05 20:23:43 -08:00
Louis-Antoine
3d62b6f2ad
Expose "server" and "dedicated" to Lua scripts
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Careful! Both are local variables and are always false for clients,
and therefore should obviously not be used in anything gamelogic-related.
2020-11-05 20:19:58 -08:00
James R
2ba99dac90
Improve COM_AddCommand boolean deprecated warning
2020-11-05 20:16:28 -08:00
James R
7e9922febf
COM_LOCAL makes your commands NetXCmd free, FUCK NetXCmd
2020-11-05 20:16:28 -08:00
James R
d996a6a3b9
Fuck magic numbers; COM_ flags for Lua commands!
2020-11-05 20:16:26 -08:00
James R
1cedb32e51
Let access spectator mobj
2020-11-05 20:05:04 -08:00
James R
3386ff6b90
Allow accessing a player even if there is no mobj
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The worst part is you could've just saved the player userdata and accessed it
later anyway while player.mo is nil.
2020-11-05 20:04:14 -08:00