Jaime Passos
ca3941f5b8
use GTR_DEATHMATCHSTARTS
2019-12-27 12:14:33 -03:00
Jaime Passos
adb34258f1
P_SetupCamera funny
2019-12-27 02:07:13 -03:00
Alam Ed Arias
97b5d2449c
Merge branch 'next' into gametype-clownery
2019-12-26 14:48:04 -05:00
Jaime Passos
016cced4a1
R_CalculateSegDistance stuff...
2019-12-26 01:58:38 -03:00
Nev3r
cae6a061b2
Merge branch 'mapdataload_refactor' into 'next'
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Mapdataload refactor
See merge request STJr/SRB2!568
2019-12-25 06:21:49 -05:00
Nev3r
d2e7e6cd9c
Move flat caching code to the map data load function.
2019-12-25 12:05:40 +01:00
Jaime Passos
42c71d3f42
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-25 06:09:00 -03:00
MascaraSnake
23641863c8
Merge branch 'spawnhoopsandrings_refactor' into 'next'
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Hack P_SpawnHoopsAndRings into little pieces
See merge request STJr/SRB2!572
2019-12-25 03:00:07 -05:00
Jaime Passos
31eeb90056
Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery
2019-12-24 17:55:46 -03:00
James R
248e452d7d
Merge branch 'titlecard2' into 'next'
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More customisable title card
See merge request STJr/SRB2!552
2019-12-24 14:47:55 -05:00
MascaraSnake
464a476a54
Move bonus time handling into new function P_SetBonusTime()
2019-12-24 12:52:43 +01:00
MascaraSnake
cb4fbaa596
Separate P_SpawnHoopsAndRings into different functions:
...
-Hoops are spawned in P_SpawnHoop
-Item patterns are spawned in P_SpawnItemPattern
-Ring-like items are spawned normally via P_SpawnMapThing
-Bonus time items are spawned via P_SpawnBonusTimeItem, which is a wrapper for P_SpawnMapThing
2019-12-24 10:50:49 +01:00
Jaime Passos
8405dc4c07
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-23 23:08:16 -03:00
Jaime Passos
73bb0567cc
Turn GTR_CHASECAM into GTR_FIRSTPERSON.
2019-12-23 19:24:06 -03:00
Nev3r
b1344fd8f0
Don't reload mapthings in P_LoadThingsOnly() as they should no longer be modified past the mapload procedure.
2019-12-23 16:37:44 +01:00
Nev3r
f80c660cdc
P_PrepareRawThings() is now where it was supposed to be at; moved save and flat & texture caching related functions to the end of P_LoadMapData().
2019-12-23 16:36:26 +01:00
Nev3r
befe33e239
Remove redundant netarchive-related sector vars as they're not used anymore.
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Replace lump-based difference checks for sectors in P_NetArchiveWorld(), now it uses the mapload-created copy instead.
2019-12-23 12:42:38 +01:00
Nev3r
7be95c1999
Store a copy of sectors, lines and sides in memory so that P_NetArchiveWorld() can soon use them instead of relying on re-opening the original lumps.
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Fix print type issue.
2019-12-23 12:30:32 +01:00
MascaraSnake
2e802dde5c
P_LoadMapData(): Throw an error if resources are not found.
2019-12-22 23:22:15 +01:00
MascaraSnake
f91e9bdee5
Merge branch 'next' into virtres
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# Conflicts:
# src/p_setup.c
2019-12-22 23:02:47 +01:00
Jaime Passos
ad317cd8a2
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-19 02:15:45 -03:00
Jaime Passos
448494e19b
More gametype rules yay!!
2019-12-18 01:54:45 -03:00
Jaime Passos
607d066c01
More customisable title card
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Add TitleCardZigZag, TitleCardZigZagText and TitleCardActDiamond fields to SOC.
Add the same fields to Lua under their internal names.
Turn map header level flags into an UINT16, so that NoTitleCard works. (NOBODY caught this, I'm actually disappointed.)
2019-12-18 00:28:58 -03:00
Jaime Passos
11dc6801dc
Update comments
2019-12-17 16:14:26 -03:00
Jaime Passos
1002c47407
Merge remote-tracking branch 'origin/master' into renderswitch
2019-12-17 16:12:44 -03:00
James R
eb39e72a10
Merge branch 'spawn_z_refactor' into 'next'
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(UDMF prereq.) Spawn Z refactor
See merge request STJr/SRB2!536
2019-12-16 23:21:07 -05:00
MascaraSnake
a144523a42
Some more cleanup of map loading code
2019-12-16 00:17:20 +01:00
MascaraSnake
3c9354991e
Minor cleanup of virtual resources code
2019-12-16 00:04:48 +01:00
MascaraSnake
71767b7d11
SpawnEmeraldHunt() -> P_SpawnEmeraldHunt()
2019-12-15 09:49:54 +01:00
James R
bc939a2211
Merge branch 'opengl-is-a-bad-renderer' into 'master'
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OpenGL fixes
See merge request STJr/SRB2!519
2019-12-14 16:48:50 -05:00
Jaime Passos
7f6099e186
Don't reset the FOV
2019-12-12 17:06:04 -03:00
Nev3r
a7f501615d
Stop things from becoming Chocapic in THZ3, ACZ2, and special stages.
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Temporarily revert function call order for mapthings.
2019-12-12 11:37:48 +01:00
Nev3r
2d526c9a3b
Move map data load procedure to separate functions.
2019-12-12 11:16:55 +01:00
Nev3r
3da7a69d0b
Move loading functions around a bit and refactor the stage data allocation code.
2019-12-12 10:35:38 +01:00
Jaime Passos
51c7074247
Fix Ploadflat closing the game with "Too many flats in level" error message
2019-12-11 22:45:47 -03:00
Nev3r
576ad30c24
Remove wrappers and dupes for map lump reading, as they are no longer used.
2019-12-11 14:40:31 +01:00
Nev3r
b9f99792db
P_MakeMapMD5() now uses virtres.
2019-12-11 14:20:08 +01:00
Nev3r
ea6becb876
'prepare' mapthings using virtres in P_LevelInitStuff(). Whether 'preparing' them or not is actually necessary is another matter.
2019-12-11 13:54:15 +01:00
Nev3r
03dab2ae5e
P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
2019-12-11 13:22:07 +01:00
Nev3r
a57ead226e
Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.
2019-12-11 11:10:31 +01:00
Jaime Passos
6976b9bf01
Merge remote-tracking branch 'origin/master' into renderswitch
2019-12-10 23:01:10 -03:00
Nev3r
842afa8d67
Move mobj spawn Z calculating to a separate function.
2019-12-10 18:03:15 +01:00
Nev3r
940c36ef24
Separate Emerald Hunt emerald spawning into another function.
2019-12-10 14:21:08 +01:00
Nev3r
3e9e57b3b3
Removed seemingly redundant (and incorrect) mapthing Z load code.
...
The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
2019-12-09 14:05:22 +01:00
Nev3r
d27a5d7992
Move the axis spawning code out of the mapthing read function, and read the mapthing z in the mapthing read function.
2019-12-09 13:26:31 +01:00
Alam Ed Arias
c17d52e5a8
Merge branch 'master' into opengl-is-a-bad-renderer
2019-12-08 12:50:45 -05:00
Alam Ed Arias
86ef0d5e55
P_AddWadFile: the PK3 may not have folders
2019-12-08 12:35:21 -05:00
Jaime Passos
4a593ed92d
HWR_FreeMipmapCache already calls HWR_FreeMipmapCache indirectly
...
(done by calling HWR_LoadTextures, which in turn calls HWR_FreeTextureCache)
2019-12-08 04:40:29 -03:00
Jaime Passos
33f9ce9d1c
Actually don't even call HWR_FreeMipmapCache between levels because I feel like it's futile outside of PWAD loading
2019-12-08 04:32:25 -03:00
Jaime Passos
5d2bbb53fc
Optimize mipmaps
2019-12-08 03:23:37 -03:00