toaster
241c9c2260
Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
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* V_DrawFixedPatch and ilk:
* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.
* V_DrawFill:
* Reduce number of operations performed upon `c`.
* V_DrawString and ilk:
* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
2018-08-25 19:52:17 +01:00
Digiku
eb5f4bcdb0
Merge branch 'op-nightshoop' into 'master'
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NiGHTS objectplace: Place new hoop 1713 instead of 1705
See merge request STJr/SRB2Internal!136
2018-08-25 13:23:51 -04:00
toaster
ace4c46d5f
Fix up them there ghosts!
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* Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
* Make ghosts spawn properly on slopes.
2018-08-25 17:11:49 +01:00
toaster
6bd034e3dc
Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
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* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
wolfy852
8134098558
Expose NEWTICRATE and NEWTICRATERATIO to Lua
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This should keep 70FPS-compatible scripts from throwing nil value errors.
2018-08-25 03:40:43 -05:00
Monster Iestyn
c22102b465
Rewrite seenames HUD code even more; use text color flags rather than the special text color chars
2018-08-23 23:00:15 +01:00
Monster Iestyn
f97ea7db39
Add INFLIVES as a constant that Lua/SOC can use
2018-08-23 22:18:52 +01:00
Monster Iestyn
62caadbf19
Make switch case for cv_seenames.value in ST_Drawer
2018-08-23 22:09:48 +01:00
Monster Iestyn
e37a6c767c
Add quick macro for drawing the 1st person timer icons with timer string, add comments to ST_drawPowerupHUD
2018-08-23 22:00:37 +01:00
Monster Iestyn
bf5d0385d8
ST_drawNiGHTSHUD tweaks: Split NiGHTS link drawing into its own function, remove "minlink" hack and just do things properly
2018-08-23 21:13:45 +01:00
Monster Iestyn
2a307f4524
Make switch case for stplyr->textvar in ST_drawNightsRecords
2018-08-23 20:27:40 +01:00
Monster Iestyn
dc6b52a449
Add INFLIVES macro, to make it easier to find infinite lives-related code
2018-08-23 20:09:39 +01:00
Monster Iestyn
785ba3abdd
Merge branch 'master' into tutorial-time
2018-08-22 21:30:29 +01:00
Monster Iestyn
dbec486af1
Merge branch 'cez-bramble-hardcode' into 'master'
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CEZ Bramble Hardcode
See merge request STJr/SRB2Internal!169
2018-08-22 14:47:04 -04:00
Monster Iestyn
fa637475ae
Hardcoded Brambles.lua from CEZRes.pk3, changed thing type to 1125
2018-08-22 17:16:11 +01:00
Monster Iestyn
0d4fba77a6
Merge branch 'master' into tutorial-time
2018-08-21 15:41:35 +01:00
Monster Iestyn
3cce0b8a33
Merge branch 'public_next'
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# Conflicts:
# src/sdl12/i_cdmus.c
# src/win32ce/win_cd.c
2018-08-21 15:40:54 +01:00
Monster Iestyn
36080cc49a
Merge branch 'master' into next
2018-08-21 15:36:36 +01:00
Monster Iestyn
eb5b5300ab
Merge branch 'XPMupdate' into 'master'
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update XPM icon
See merge request STJr/SRB2!267
2018-08-21 10:31:25 -04:00
Monster Iestyn
9639c510a4
Merge branch 'defaultsoundvol' into 'master'
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Change default sound volume
See merge request STJr/SRB2!238
2018-08-20 09:41:04 -04:00
mazmazz
3488501b03
Add "finalize" flag to Type 453 Stop Fade
2018-08-18 06:04:11 -04:00
mazmazz
de559a4e30
Merge branch 'le-fadefof' of https://git.magicalgirl.moe/STJr/SRB2Internal into le-fadefof
2018-08-18 05:35:55 -04:00
mazmazz
95a6299ff6
P_ResetFakeFloorFader: Unclamp rover->alpha from software levels
2018-08-18 05:31:41 -04:00
mazmazz
1307508314
Merge branch 'le-fadefof-ffloorthinker' into le-fadefof
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# Conflicts:
# src/p_saveg.c
# src/p_spec.c
2018-08-17 17:12:49 -04:00
mazmazz
ccf5a0a810
Add alpha clamping so OpenGL conforms to Software's translucent levels
2018-08-17 17:07:07 -04:00
mazmazz
81d7039f8e
Cleanup fade fake floor code
2018-08-17 15:59:34 -04:00
mazmazz
5a3499f833
Refactor function and variable names; change defaults for fake floor fader line flags
2018-08-17 15:25:25 -04:00
mazmazz
9b88c25fda
Revised and re-organized P_DoFakeFloorAlpha fading procedure
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* dosolid routine now refers to spawnflags
2018-08-17 14:49:33 -04:00
Digiku
20bb759ff6
Remove unnecessary totalring deduction condition
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Because it would be triggered by !(maptol & TOL_NIGHTS) in the old code anyway
2018-08-17 09:11:59 -04:00
Digiku
9b0e9a58fe
Revert "Checkpoint (unfinished): player->totalsphere"
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This reverts commit 4aade072ef
2018-08-17 09:09:10 -04:00
mazmazz
1f51c8e076
Move fading thinker to ffloor_t.fadingdata
2018-08-17 02:28:52 -04:00
mazmazz
52f7b009f0
Move fadingdata (fade_t thinker) to line_t
2018-08-17 01:11:04 -04:00
mazmazz
c56dc6d0c7
Checkpoint: Move fadingdata to line_t (or ffloor_t?)
2018-08-17 00:32:20 -04:00
mazmazz
d92fca91d1
Merge branch 'le-fadefof-remove-storedthinker' into le-fadefof
2018-08-16 23:38:03 -04:00
mazmazz
9f9bf86d2b
Rename dofadeinonly to doghostfade
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* Ghost fading: when transitioning to/from alpha=0, don't set solid/tangibility until fade is finished
2018-08-16 22:27:26 -04:00
mazmazz
6dd64bccbc
Place backwards Bumpers with the correct Thing angle
2018-08-16 22:07:53 -04:00
Monster Iestyn
004fd77b41
Merge branch 'master' into next
2018-08-16 22:04:00 +01:00
Monster Iestyn
0792e78254
Merge branch 'lua-sector-names-fix' into 'next'
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Lua sector names fix
See merge request STJr/SRB2!263
2018-08-16 16:57:41 -04:00
Monster Iestyn
6797976531
Merge branch 'sdl_mixer_fixes' into 'master'
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SDL Mixer fixes
Closes #31
See merge request STJr/SRB2!260
2018-08-16 16:57:14 -04:00
mazmazz
5fdece424a
Adjust vertical angle and forwards/backwards of NiGHTS bumper in objectplace
2018-08-16 16:51:48 -04:00
mazmazz
4aade072ef
Checkpoint (unfinished): player->totalsphere
2018-08-16 13:11:32 -04:00
mazmazz
32939a11f1
Change SETRINGS to support player->spheres in NiGHTS
2018-08-16 12:13:57 -04:00
mazmazz
ed9e74c15a
Line from revert
2018-08-16 11:35:35 -04:00
mazmazz
4b8fd01bc0
Revert "SETSPHERES console command for debugging/cheating"
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This reverts commit 9e8784a376 .
2018-08-16 11:34:57 -04:00
mazmazz
675ed7ecf0
Don't apply autobrake on NiGHTS bumpers
2018-08-15 23:40:42 -04:00
mazmazz
baa4c30e99
Also center non-NiGHTS players on NiGHTS bumpers
2018-08-15 19:09:54 -04:00
mazmazz
6010822c84
Use more efficient position setting. For Z, also adjust for bumper mobj scale.
2018-08-15 18:50:28 -04:00
mazmazz
1381ffc3e6
Fix NiGHTS Bumper player positioning
2018-08-15 18:42:20 -04:00
mazmazz
a49aa9babe
Fix bonus time quirk where lines are run if player->marebonuslap is 0
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* Bonus laps start at 1, so if a line is looking for bonus laps, they should only be run at >= 1.
2018-08-14 16:08:21 -04:00
mazmazz
6ba6454056
Comments
2018-08-14 14:57:58 -04:00