Monster Iestyn
229e75ab8b
Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission
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Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
2017-05-18 17:23:19 +01:00
Monster Iestyn
d2313ea32b
G_ExitLevel tweak: Use HU_ClearCEcho() instead of HU_DoCEcho(""), the latter causes an empty line to appear in log.txt
2017-05-18 17:10:44 +01:00
Monster Iestyn
bc79365cf4
Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame
2017-05-18 16:54:58 +01:00
ZTsukei
eaa5167f71
v1.3.16
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--------
Fireballs narrower
Fake Item is no longer restricted while held
Held items that are restricted remain in the item wheel until used
Magnet now correctly hits nearby players and objects
2017-05-17 23:11:00 -04:00
Monster Iestyn
fd1efff338
Added the META_ACTION userdata type to Lua, created getActionName() to return string name
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SRB2's built-in action types will now all be pushed as META_ACTION, state_t.action can be assigned META_ACTION and return it
getUserdataType returns "action" for META_ACTION variables
2017-05-17 20:36:40 +01:00
Monster Iestyn
21d29c8550
Merge branch 'public_next'
2017-05-17 16:19:01 +01:00
Monster Iestyn
0cf42d8bb8
Merge branch 'next' into public_next
2017-05-17 16:18:42 +01:00
Monster Iestyn
1781ccf4ca
Merge branch 'master' into next
2017-05-17 16:16:50 +01:00
Monster Iestyn
b564c8ab9a
Merge branch 'sdl-fixes' into 'master'
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SDL fixes and cleanup
Mostly cleanup tbh. I noticed a few things that bugged me when examining SDL's code recently, thought I might as well fix them up a bit.
These changes definitely does not affect netplay, so this can be merged to master just fine.
See merge request !183
2017-05-16 23:09:23 -04:00
toasterbabe
593416328a
String addition to the addfile menu suggesting to visit the modifications page! No change to actual functionality, just secondary utility.
2017-05-16 23:43:21 +01:00
Monster Iestyn
551ed797db
Merge branch 'jumping_fixes' into 'master'
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Nojumpspin fix
MI can attest to this being a problem that's now solved.
To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.
See merge request !95
2017-05-16 17:02:20 -04:00
Nevur
d4c324eb30
PK3 stuff again.
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-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!
Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?
Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
2017-05-16 21:10:02 +02:00
toasterbabe
5f8cfb47e4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu
2017-05-16 19:54:54 +01:00
toasterbabe
87f32abc24
i have no idea whether this will fix the garbage or whether it'll get broken again, but here's an attempted fix for VAda's name
2017-05-16 14:11:10 +01:00
Monster Iestyn
8454e75e3c
Merge branch 'extracolormaps-fix' into 'next'
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R_InitExtraColormaps fix
This fixes the `R_InitExtraColormaps` function so that it correctly realises there are no "extra colormaps" actually in SRB2's files, rather than telling you there are 6 extra colormaps on game startup (or however many WAD files total you have added).
For those who don't know what the function does, it searches for C_START/C_END markers, and if they exist, adds any lumps inbetween to a list of extra colormaps internally. They are never used by the game though, since we last supported colormaps of that kind so long ago I don't think anyone remembers when anymore (definitely more than a decade at least).
Merging to next since I don't know if this would cause any netplay issues or not tbh.
See merge request !182
2017-05-15 17:14:47 -04:00
Monster Iestyn
17a06dd6c4
I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
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One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn
87085f2475
SDLSetMode: merge wasfullscreen/windowed mode code into one block
2017-05-15 16:35:32 +01:00
Monster Iestyn
a340f2c8ed
Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces
2017-05-15 16:19:28 +01:00
Monster Iestyn
4979ab6b8e
Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway.
2017-05-15 15:43:31 +01:00
Monster Iestyn
d1bbd1261e
VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
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If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn
093800cb06
I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL
2017-05-15 15:24:40 +01:00
Monster Iestyn
f8482421e5
Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
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This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn
222807c6f6
Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
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Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe
65a202e843
ACTUALLY let's do this better
2017-05-14 19:25:46 +01:00
toasterbabe
b13a9ad9d1
Support for negative scroll speeds on title screen
2017-05-14 19:20:00 +01:00
toasterbabe
b864e45487
Added reset for titlemap (and other title attribute) changes so that the title screen never ends up being some half-formed hybrid
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Also because I could I added it for intro changes too
2017-05-14 16:45:08 +01:00
toasterbabe
bdcd9125d2
Fixed that thing where missiles like sliding up slopes for some reason.
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This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
toasterbabe
ba4275c415
title screen hud hook
2017-05-13 22:38:06 +01:00
Monster Iestyn
d91471b053
check spr2names not sprnames, whoops
2017-05-13 21:43:04 +01:00
Monster Iestyn
c2f03c5953
Fix compiler errors
2017-05-13 21:28:44 +01:00
Monster Iestyn
5113163e07
Merge branch 'master' into lua-spritedefs
2017-05-13 21:16:42 +01:00
Monster Iestyn
9a9b2fcc2d
Merge branch 'master' into mapthing-spawn-hook
2017-05-13 21:06:49 +01:00
Monster Iestyn
8d483cdc47
Fix whitespace on that one line toaster pointed out
2017-05-13 20:51:10 +01:00
Monster Iestyn
e45e740a65
Merge branch 'master' into lua-lump-load-only
2017-05-13 20:40:38 +01:00
Alam Ed Arias
7d4146870a
Appveyor: keep a stable name version of the archive
2017-05-13 12:14:09 -04:00
Alam Ed Arias
377fc81447
Appveyor: disable deployment
2017-05-13 12:07:37 -04:00
ZTsukei
2972dc9b67
Fireballs work, added to roulette.
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Removed [k_fireballtimer] since it is not going to be used.
2017-05-13 11:15:35 -04:00
Monster Iestyn
ed81c9abcb
Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
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I cleaned up some of Sryder's changes a little too I guess
2017-05-13 12:49:30 +01:00
yellowtd
f5fa67b7ad
no idea why this was stashed while the last commit before this one was made..
2017-05-12 20:54:06 -04:00
yellowtd
13c748531f
bootmap
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(+indentation fix)
2017-05-12 20:48:20 -04:00
Alam Ed Arias
459d8064ee
Merge branch 'master' into public_flatsprite
2017-05-12 20:42:55 -04:00
Sryder
32c4ddca5c
Remove accidental leftovers
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Accidentally left a comment and stuff in there from previous attempts
# Conflicts:
# src/hardware/hw_main.c
2017-05-12 23:39:55 +01:00
Sryder
ec0f30f849
Fix a one character bug with clipping
2017-05-12 23:39:01 +01:00
Sryder
3f0f645c70
Flat sprites for OGL
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# Conflicts:
# src/hardware/hw_main.c
2017-05-12 23:38:44 +01:00
Monster Iestyn
635789c1ec
Merge branch 'public_next'
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# Conflicts:
# src/doomdef.h
2017-05-12 23:03:38 +01:00
Monster Iestyn
e6bee93e40
Merge branch 'next' into public_next
2017-05-12 22:58:31 +01:00
toasterbabe
6edfdae2c6
Merge branch 'public_flatsprite' into 'public_flatsprite'
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OpenGL Flatsprites
Flat sprites in OpenGL
Is on my GitHub repo here: https://github.com/Sryder13/SRB2/tree/public_flatsprite
See merge request !143
2017-05-12 17:41:20 -04:00
Monster Iestyn
a1f5caeba6
Merge branch 'update-to-v2.1.18' into 'next'
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Update to v2.1.18
Exactly what it says on the tin.
See merge request !180
2017-05-12 16:08:31 -04:00
Monster Iestyn
b8ffeeb59f
Update version number to v2.1.18
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Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
ZTsukei
e72b2921fb
Can get items during spin-outs now
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Collision now correctly ignores boo and squish
Collision now ignores star
2017-05-11 20:51:53 -04:00