Commit graph

18094 commits

Author SHA1 Message Date
toaster
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
LJ Sonic
d0a0552576 Merge branch 'dontdothisinsoftwarelol' into 'next'
don't HWR_ClearAllTextures() in software (fixes #389)

Closes #389

See merge request STJr/SRB2!1440
2021-03-31 16:19:18 -04:00
LJ Sonic
211e24d8f0 Merge branch 'smoother-freelook' into 'next'
Smoother freelook in Software

See merge request STJr/SRB2!1444
2021-03-31 16:17:40 -04:00
LJ Sonic
553abd50ce Merge branch 'playercanenterspingaps' into 'next'
Do not let SF_NOJUMPSPIN characters enter sectors they could not enter if standing at full height (Closes #457)

Closes #457

See merge request STJr/SRB2!1432
2021-03-31 16:15:35 -04:00
LJ Sonic
02f91d8911 Merge branch 'fix-luafile-transfer' into 'next'
Prevent a single client from blocking Lua file transfers

See merge request STJr/SRB2!1435
2021-03-31 14:28:22 -04:00
LJ Sonic
6f2f727a80 Merge branch 'our-menu-system-sucks' into 'next'
Our menu system sucks. That's all I have to say.

See merge request STJr/SRB2!1445
2021-03-31 13:51:04 -04:00
LJ Sonic
2132b8690f Our menu system sucks. That's all I have to say. 2021-03-31 19:49:37 +02:00
LJ Sonic
9081a3586a Merge branch 'floorsprite-fixes' into 'next'
Floorsprite fixes

See merge request STJr/SRB2!1443
2021-03-31 12:36:39 -04:00
Sal
553d708525 Merge branch 'loadbar_plus' into '22-merge-again'
(22mergeagain) Loadbar plus

See merge request KartKrew/Kart!407
2021-03-31 10:47:24 -04:00
Sal
2b4f213c9f Merge branch 'fuck-gamma' into 'master'
Fuck the gamma shortcut, replace it with a fullscreen toggle

See merge request KartKrew/Kart!405
2021-03-31 10:46:33 -04:00
katsy
f314bb73ef Merge remote-tracking branch 'stjr/next' into dontdothisinsoftwarelol 2021-03-31 03:15:31 -05:00
Jaime Ita Passos
bb0e59c8a9 Smoother freelook in Software
Mhm hmm...
2021-03-30 22:52:50 -03:00
toaster
6f8033ab76 Some preparation for engineering a solution to the rendermode flag/V_*TRANS flag conflict.
* None of the following things (grouped by the fact they fade/slide in) use hardcoded static numbers; they'e now attached to the titlecard ticker.
    * Minimap.
    * All V_HUDTRANS items. (Not add/sub) - this was previously broken entirely
    * FREE PLAY
    * Record Attack Input (no longer slides in at all - needs to be visible from start of play.)
* Fixed a rare case where V_SLIDEIN HUD elements would occasionally jump a step too far.
2021-03-30 22:55:09 +01:00
Jaime Ita Passos
316ecff003 [Software] A few floorsprite fixes
This fixes the texture of the floorsprite sometimes facing the wrong way, since plane rendering can change the view angle.
2021-03-29 23:04:13 -03:00
SteelT
85f95d2d78 Add more comments to the code.
To make it easier to understand what's going on.
2021-03-29 21:32:35 -04:00
SteelT
3c817774b8 Fix sparkle animation not being capped properly. 2021-03-29 21:05:24 -04:00
toaster
a4cf9932f0 Fixed flashingtics being set on subsequent maploads. 2021-03-29 18:40:18 +01:00
toaster
017b472d14 Fix error for fresh compiles (LOADED_MINIT was renamed into LOADED_CONFIG during dev. of previous commit) 2021-03-29 17:22:48 +01:00
toaster
72defa325f * Add a seperate step for I_STARTUPSKINS - "Load characters" - since it takes a similar length to loading all other types of sprites.
* Adjust several loading strings, and left-align their rendering.
* Don't call HU_LoadGraphics() again (startup cached ALL FONTS twice).
* Adjust when some functions are called during loading to more effectively compartmentalise sections of loading that depend on each other.
    * LOADED_ISTARTUPGRAPHICS now comes after SCR_Startup, as we can explicitly guarantee the palette has been loaded after that function.
    * Make sure everything closely related to configurations (gamedata, console stuff, etc) which is not directly dependent on anything else is loaded under LOADED_CONFIG - "Load settings" (formerly LOADED_MINIT).
    * The `-warp` command line parameter is now checked alongside LOADED_DCHECKNETGAME.
* Don't attempt to draw the loading bar before LOADED_ISTARTUPGRAPHICS, as the palette is not loaded, which means you're wasting cycles on a white screen.
2021-03-29 17:02:08 +01:00
toaster
c3c5096ca2 Merge branch '22-merge-again' into loadbar_plus 2021-03-29 15:04:34 +01:00
SteelT
106afa9ace Make spawning look less squished 2021-03-29 00:15:52 -04:00
SteelT
ffc5469e9f Minor invincibility speedlines tweaks 2021-03-28 22:35:08 -04:00
SteelT
4f7aafe654 Fancy invincibility speed lines 2021-03-28 22:05:18 -04:00
toaster
45c0e48e16 Resolve #147 by making players not have flashingtics if they spawn before the end of the intro. 2021-03-29 00:03:33 +01:00
Latapostrophe
3b617337ee Fancy rotating sparkles 2021-03-29 00:27:56 +02:00
toaster
71cceaaf3c Readded Kartstuff and Karthud access to Lua, resolving both #143 and #138. 2021-03-28 23:10:30 +01:00
toaster
4e3b4a82f9 Resolve #136 - mapobjectscale is working again. 2021-03-28 22:33:43 +01:00
SteelT
c8124a6c94 Some invincbility changes 2021-03-28 17:19:47 -04:00
toaster
f7f1202a37 woops 2021-03-28 20:20:06 +01:00
toaster
99a764dbc0 Loadbar plus.
* Resolves #145.
* Increased granularity, to seperate out texture loading and sprite loading from other render structure initialisation.
* Shows small loading string in DEVELOP builds, to show where we can optimise loading times when we're polishing.
* Clean up con_refresh/startup, which got split into two variables in the merge by mistake.
2021-03-28 20:16:47 +01:00
katsy
6f59a91bdc clear before switching, not after 2021-03-28 12:22:04 -05:00
katsy
9396edb245 don't HWR_ClearAllTextures() in software 2021-03-27 18:30:59 -05:00
Monster Iestyn
7abc5e10e5 Merge branch 'avoid-savemoddata' into 'next'
Fix addons with custom gamedata not loading

Closes #473

See merge request STJr/SRB2!1427
2021-03-26 13:06:49 -04:00
lachablock
b73e52476d Fix LUAh_PlayerHeight returning wrong default value 2021-03-26 18:01:55 +11:00
LJ Sonic
145155c3c7 Kick clients if they take too long to download a Lua file 2021-03-25 22:43:06 +01:00
LJ Sonic
addf0e3f13 Use a separate transfer status for disconnected nodes 2021-03-25 22:28:35 +01:00
SteelT
ce8ace610f Merge branch 'no-apng-compile-fix' into 'next'
Fix unused variable warning when USE_APNG is not defined

See merge request STJr/SRB2!1343
2021-03-25 14:02:23 -04:00
lachablock
c3caa55f22 Revise spinheight/gap entry conditions (again), let's keep things WAY simpler:
- PF_NOJUMPDAMAGE no longer affects height at all (you're welcome katsy).
- Characters with SF_NOJUMPSPIN will only use spinheight when panim is PA_ROLL. They cannot enter gaps when jumping with spinheight, unless also spinning or gliding.
- All other characters use spinheight when panim is PA_JUMP or PA_ROLL. They can enter gaps when jumping with spinheight.
2021-03-25 21:42:25 +11:00
lachablock
b5c61a8a2a Add PlayerHeight and PlayerCanEnterSpinGaps Lua hooks 2021-03-25 21:41:09 +11:00
lachablock
fdd02e35c8 Fix P_PlayerCanEnterGaps issues with polyobject collision 2021-03-25 15:58:52 +11:00
lachablock
cd72594d0e Revise conditions under which players use spinheight and enter gaps:
- players with SF_NOJUMPDAMAGE but *not* SF_NOJUMPSPIN now always use spinheight while jumping (i.e. even with PF_NOJUMPDAMAGE), as long as their panim is PA_JUMP or PA_ROLL
- players with SF_NOJUMPSPIN no longer use spinheight while jumping (but,)
- PA_ROLL is now an acceptable condition for using spinheight (but not for entering gaps, e.g. S3K shields will shrink the hitbox but not allow gap entry on their own)
- flying players now only use spinheight if they do not have SF_NOJUMPSPIN (you're welcome, EggpackRE)
- players with neither SF_NOJUMPSPIN nor SF_NOJUMPDAMAGE use the same conditions as in 2.2.9 prerelease, i.e. use spinheight and can enter gaps unless they have PF_NOJUMPDAMAGE
2021-03-25 15:57:35 +11:00
Monster Iestyn
b49eeac270 Merge branch 'custom3dcrash' into 'next'
Fix sigsegv caused by bad target check in A_Custom3DRotate

See merge request STJr/SRB2!1430
2021-03-24 14:24:21 -04:00
Monster Iestyn
5b746a4853 Merge branch 'fix-opengl-drawcroppedpatch' into 'next'
Fix OpenGL V_DrawCroppedPatch (Fixes #452)

Closes #452

See merge request STJr/SRB2!1412
2021-03-24 11:34:58 -04:00
lachablock
35cecad868 Do not let nonspin characters enter sectors they could not enter if standing at full height 2021-03-23 15:09:04 +11:00
katsy
959a60d858 fix sigsegv in A_Custom3DRotate 2021-03-21 16:09:11 -05:00
Monster Iestyn
0073f25170 Fix clobbering error in hw_md2.c by adding "volatile" to png_FILE.
(Apparently Kart made this exact fix 2 years ago and it was never backported?)
2021-03-21 19:49:32 +00:00
Monster Iestyn
ea58717772 Merge branch 'print-backtrace-ii' into 'next'
Fix compile warning on Windows

See merge request STJr/SRB2!1426
2021-03-21 12:55:44 -04:00
toaster
5e70789cda Prevent hitlag from eating death events (resolves #112).
I could've used the existing `boolean force` here to skip over the check, but I think the MF_SHOOTABLE check is appropriate, and the DMG_CANTHURTSELF flag will be respected this way too.

Also, clean up a ridiculously long statement.
* `k_spinouttype` will never have the value of 2. This might've been a check for KSPIN_IFRAMES, but
    * that already controls `pw_flashing` earlier in the check
    * completely unlabeled, so it's nonsense that needs to be stripped
* `k_squishedtimer` wa mou shinderu.
2021-03-17 18:39:19 +00:00
sphere
3a0be379d3 Avoid savemoddata being set in W_InitFile to fix addons with gamedata. 2021-03-15 18:11:02 +01:00
lachablock
f0e5b721ad Disallow write_backtrace on Windows entirely 2021-03-15 15:17:55 +11:00