TehRealSalt
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f89dcc9195
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Merge remote-tracking branch 'refs/remotes/srb2public/next'
# Conflicts:
# src/doomdef.h
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2018-01-03 16:27:36 -05:00 |
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TehRealSalt
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7e9bcf5a49
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Merge remote-tracking branch 'refs/remotes/srb2public/master'
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2018-01-02 22:59:43 -05:00 |
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Monster Iestyn
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83a8a77beb
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Merge branch '2.1.20-preparation' into 'next'
2.1.20 preparation
See merge request STJr/SRB2!215
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2017-12-27 16:53:43 -05:00 |
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Alam Ed Arias
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f1968e5145
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Disable win_dbg
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2017-12-26 20:24:08 -05:00 |
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TehRealSalt
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60675ec101
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Fixed joysticks 3 & 4
fun typos
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2017-12-24 15:02:41 -05:00 |
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TehRealSalt
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92831788da
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some joystick fixes
Turns out P3/P4 controllers are broken (and still are)
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2017-12-24 08:20:58 -05:00 |
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TehRealSalt
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e62a473766
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Merge remote-tracking branch 'srb2public/next' into quads
Update
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2017-12-22 20:55:59 -05:00 |
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TehRealSalt
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fc9d426660
|
More stuuuuff
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2017-12-17 01:21:24 -05:00 |
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TehRealSalt
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0393e24fa6
|
A lot lol
The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
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2017-12-16 22:32:43 -05:00 |
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Wolfy
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fb976ab26c
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more quad stuff
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2017-12-11 00:12:38 -06:00 |
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Wolfy
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4714e8d179
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Remove hardcoded limit on admins
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2017-12-07 22:45:39 -06:00 |
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Monster Iestyn
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7cb0138293
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Change version number to 2.1.20
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2017-11-08 15:06:42 +00:00 |
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Steel Titanium
|
799a819ee9
|
Merge remote-tracking branch 'upstream/master' into window_center_fix
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2017-10-29 00:00:11 -04:00 |
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TehRealSalt
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5fe2f4928f
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Merge remote-tracking branch 'refs/remotes/srb2public/next' into zarrotsu
# Conflicts:
# src/doomdef.h
# src/sdl/i_main.c
# src/sdl/i_video.c
# src/y_inter.c
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2017-10-17 15:53:34 -04:00 |
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TehRealSalt
|
727d55b64e
|
Merge remote-tracking branch 'refs/remotes/srb2public/public_flatsprite' into zarrotsu
# Conflicts:
# src/doomdef.h
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2017-10-17 00:40:38 -04:00 |
|
Monster Iestyn
|
c90ddbca36
|
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
Makefile ports tweaks cleanup etc
See merge request !211
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2017-09-28 17:31:33 -04:00 |
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Alam Ed Arias
|
2ccd397d11
|
Build: kill GCC 7's implicit-fallthrough warning
|
2017-09-28 09:39:47 -04:00 |
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Monster Iestyn
|
b040113246
|
Removed the wrong endif by mistake
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2017-09-16 20:59:35 +01:00 |
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Monster Iestyn
|
a33bb70a0c
|
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
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2017-09-16 20:26:04 +01:00 |
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Monster Iestyn
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dcb23e01c0
|
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
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2017-09-15 21:22:28 +01:00 |
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Monster Iestyn
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5fb551dd75
|
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
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2017-09-15 17:15:06 +01:00 |
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Monster Iestyn
|
d2a76ca269
|
Removed references to console ports and WinCE in sdl/Makefile.cfg
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2017-09-15 17:12:53 +01:00 |
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Steel Titanium
|
cf41a11770
|
Fix for window being offcenter
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2017-09-11 16:36:30 -04:00 |
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Monster Iestyn
|
36977a5eda
|
SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
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2017-08-22 22:53:18 +01:00 |
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Monster Iestyn
|
821a1810f7
|
Moved lrounding of mouse motion events to the actual point an event is made
Also did some cleanup and moving around, as well as adding comments
|
2017-08-21 21:38:29 +01:00 |
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Monster Iestyn
|
10cbe2c82b
|
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
Also changed movemousex/y to INT32
|
2017-08-19 22:54:30 +01:00 |
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Monster Iestyn
|
758e9c4558
|
Merge all (relative) mouse motion events into one mouse event
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
|
2017-08-19 21:39:04 +01:00 |
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Monster Iestyn
|
2d661fef18
|
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
|
2017-08-07 16:44:29 -04:00 |
|
Alam Ed Arias
|
35404be1e0
|
SDL: y input is flipped
|
2017-08-07 16:37:03 -04:00 |
|
Alam Ed Arias
|
c25b2eb37f
|
Merge remote-tracking branch 'origin/master' into SDL2_RelMouse
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2017-08-07 16:33:39 -04:00 |
|
Alam Ed Arias
|
6be7693ecb
|
OpenGL: Load the GLU and OpenGL 1.3 multitexturing functions during runtime
|
2017-05-29 22:52:51 -04:00 |
|
Alam Ed Arias
|
877e9510f7
|
Update version number to v2.1.19
|
2017-05-26 21:38:49 -04:00 |
|
Monster Iestyn
|
17a06dd6c4
|
I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
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 |
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Monster Iestyn
|
d1bbd1261e
|
VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
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2017-05-15 15:36:51 +01:00 |
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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 |
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Monster Iestyn
|
b8ffeeb59f
|
Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
|
2017-05-12 16:06:27 +01:00 |
|
Sryder
|
62aec16b59
|
Change Linux executable name
|
2017-03-07 01:07:23 +00:00 |
|
ZTsukei
|
f50ecc0dcd
|
Most items work (netgame needs testing), will do fireballs later.
|
2017-02-26 17:38:24 -05:00 |
|
Sryder
|
68d439a783
|
Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
# src/Makefile
# src/doomdef.h
# src/hardware/hw_main.c
# src/p_mobj.c
# src/p_user.c
# src/r_segs.c
# src/sdl/i_video.c
# src/win32/win_sys.c
|
2017-02-17 20:14:55 +00:00 |
|
Sryder
|
2d6c7959ed
|
Merge branch 'SRB2_release_2.1.15' into zarrotsu_vanillamerge
# Conflicts:
# .gitignore
# libs/zlib/projects/visualc10/zlib.vcxproj
# src/Makefile
# src/am_map.c
# src/d_main.c
# src/dehacked.c
# src/doomdef.h
# src/g_game.c
# src/hardware/hw_main.c
# src/hardware/hw_md2.c
# src/info.c
# src/p_inter.c
# src/p_map.c
# src/p_mobj.c
# src/p_spec.c
# src/p_user.c
# src/r_bsp.c
# src/r_plane.c
# src/r_segs.c
# src/r_things.c
# src/s_sound.c
# src/s_sound.h
# src/sdl/Srb2SDL-vc10.vcxproj
# src/win32/Srb2win-vc10.vcxproj
# src/win32/Srb2win.ico
# src/y_inter.c
|
2017-02-17 20:03:10 +00:00 |
|
ZTsukei
|
b0b51f9a61
|
Some position code
|
2017-02-12 23:25:06 -05:00 |
|
Monster Iestyn
|
e59fb38802
|
Update version number
|
2017-01-15 18:49:33 +00:00 |
|
Monster Iestyn
|
ae3e11369e
|
Revert "(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden"
This reverts commit 347b531881.
(Too experimental, may end up adding new bugs; let's just keep it to clean up for now)
|
2016-11-30 17:21:28 +00:00 |
|
Monster Iestyn
|
347b531881
|
(Messiness warning) attempt to start using SDL_SetRelativeMouseMode instead of the old hacks of making the mouse do movement without leaving the window and be hidden
Seems to work so far though
|
2016-11-25 21:13:39 +00:00 |
|
Monster Iestyn
|
8bbbeff2a9
|
Make Impl_SDL_Scancode_To_Keycode look a bit neater
This way it's easier by eye to see from the list which SDL scancode maps to which SRB2 key code
|
2016-11-23 17:08:37 +00:00 |
|
Monster Iestyn
|
5cf4767aed
|
Clearing away lots of disabled code (some of it would no longer work on SDL2 anyway)
|
2016-11-23 16:51:37 +00:00 |
|
Monster Iestyn
|
153ba39f19
|
Remove remnants of SDLK_ stuff, we use scancodes now not keycodes
(Apparently SDLK_LMETA/SDLK_RMETA don't exist anymore in SDL2 anyway?)
|
2016-11-22 22:41:02 +00:00 |
|