Commit graph

31 commits

Author SHA1 Message Date
Monster Iestyn
2e12cf411d Backport the Blockmap library I made two years ago 2018-11-30 17:11:11 +00:00
Monster Iestyn
d2c822c583 backport string len tweaks I made to LUA_LoadLump in internal 2018-11-27 23:06:31 +00:00
MonsterIestyn
d158d7e011 Merge branch 'next' into PK3-BackportNext 2018-11-26 18:56:51 +00:00
Monster Iestyn
d824e05a6f Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Nev3r
34c472dfb7 Merge branch 'PK3-Backport' into 'PK3-BackportNext'
Pk3 backport

See merge request Nev3r/SRB2!1
2018-11-24 06:02:19 -05:00
Nev3r
623c7097f1 Backported PK3 support to 2.1
Hopefully I'm not missing anything.

Signed-off-by: Nev3r <apophycens@gmail.com>
2018-11-23 16:58:16 +01:00
Monster Iestyn
d0db97974f Merge branch 'next' into lua-slopes 2018-10-21 16:03:48 +01:00
Monster Iestyn
ccd5ee5127 Merge branch 'master' into next 2018-10-21 15:39:30 +01:00
Monster Iestyn
d55b4ea3dd Fix unarchiving of mapheader_t userdata Lua variables 2018-10-21 15:15:54 +01:00
Monster Iestyn
d5ea9a1242 Added support for pslope_t userdata variables in Lua archive/unarchive code 2018-10-21 15:00:07 +01:00
Monster Iestyn
afd62ec071 Merge branch 'master' into next 2018-10-09 22:55:55 +01:00
toaster
d62566e3ea * Fix a memory leak regarding implementation of SOC_ (improperly copypasted code from LUA_LoadLump!!)
* Optimise the repeated strlen usage into a single call, which is stored for later.
2018-10-08 18:50:17 +01:00
Monster Iestyn
2ad792ccd4 Rewrite archiving/unarchiving of Lua strings for netgames.
This now means:
* Lua strings longer than 1024 chars can now be read properly without awful crashes
* Lua strings with embedded zeros can be written/read without truncating anything (hopefully)
2018-08-05 22:02:20 +01:00
Alam Ed Arias
1e76cb8a88 Merge branch 'master' into next 2018-03-14 14:29:42 -04:00
Louis-Antoine
dc02ef886f Fix Lua panic when archiving a table element with an userdata key 2018-03-09 16:40:34 +01:00
Monster Iestyn
7dd919f3f8 Some fixes to prevent bad table key types causing Lua panic errors for joining players in netgames:
* 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
Alam Ed Arias
825ae325c1 Merge branch 'master' into next 2017-12-16 16:07:31 -05:00
Louis-Antoine
beb9b0f103 Return for both players and mobjs if they've got an empty table, instead of just mobjs 2017-12-15 22:02:34 +01:00
Louis-Antoine
0b836a9841 Fix missing lua_pop in ArchiveExtVars 2017-12-15 16:31:27 +01:00
Monster Iestyn
c751971d57 Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Yukita Mayako
9d6e75ae4f Cleanup LUAh_NetArchiveHook prototype mess. 2016-03-03 17:30:10 -05:00
Yukita Mayako
0b704ba618 Updated NetArchiveHook to lua_hooklib.c
Fixes I_Assert failure crash due to hooks working differently now.
2016-03-03 17:07:05 -05:00
Alam Ed Arias
04c1a507ba Merge remote-tracking branch 'public/hotfix-hook_NetVars' into next 2015-09-03 13:54:12 -04:00
Yukita Mayako
52e2087ee7 Fixed NetVars hook mistakenly assuming index starts from 0. 2015-09-03 13:13:55 -04:00
Yukita Mayako
0af32ee2fa Move garbage collection out of Lua hooks.
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
JTE
ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
Alam Ed Arias
d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00