Alam Ed Arias
e2249b3f08
Fix =sizeof-pointer-memaccess: argument to ‘sizeof’ in ‘strncpy’ call is the same expression as the source; did you mean to use the size of the destination?
2018-11-14 16:26:46 -05:00
Steel Titanium
b82c2bffde
Properly check if cmake is running on wwindows
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Thanks Monster Iestyn for informing me this is the correct way.
2018-11-14 15:58:45 -05:00
Alam Ed Arias
f2f02c6095
TravisCI: test build on GCC 8.x
2018-11-14 15:56:46 -05:00
Alam Ed Arias
aef0d9a421
Merge branch 'master' into next
2018-11-14 15:45:29 -05:00
MonsterIestyn
0ea835058c
Merge pull request #313 from LJSonik/analog-flipcam-synch-fix
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Fix desynch when toggling analog mode or flipcam
2018-11-14 19:57:47 +00:00
MonsterIestyn
44646db6af
Merge branch 'master' into analog-flipcam-synch-fix
2018-11-14 19:36:39 +00:00
Monster Iestyn
4e86572285
Merge branch 'master' into next
2018-11-14 18:01:31 +00:00
Monster Iestyn
a0bec73904
Merge branch 'public-sdl2mixer-update' into 'master'
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Update SDL Mixer to 2.0.4
See merge request STJr/SRB2!322
2018-11-14 12:58:07 -05:00
Monster Iestyn
16451363b9
Merge branch 'public-sdl2-update' into 'master'
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Update SDL2 to 2.0.9
See merge request STJr/SRB2!321
2018-11-14 12:57:54 -05:00
Alam Ed Arias
525bd219b6
Merge branch 'master' into next
2018-11-14 11:07:12 -05:00
Alam Ed Arias
05afaa586e
Fix misleading indentation
2018-11-14 11:06:45 -05:00
Alam Ed Arias
3bd88acf25
Merge branch 'vc-xpm-fix' into 'master'
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Remove unnecessary SDLCALL from IMG_xpm.c declarations
See merge request STJr/SRB2!327
2018-11-14 11:00:20 -05:00
Alam Ed Arias
fbb28ba1b5
Cleanup whitespace
2018-11-14 10:54:33 -05:00
Alam Ed Arias
a4726ee0b7
Merge branch 'master' into next
2018-11-14 10:52:49 -05:00
Alam Ed Arias
45c8920bb1
Clean up warnings
2018-11-14 10:52:16 -05:00
Marco Z
999a03aada
Comment context for declaration changes; remove extern terms
2018-11-14 08:15:38 -05:00
Marco Z
f5fe8c46fa
Remove unnecessary SDLCALL from xpm declarations
2018-11-14 08:06:07 -05:00
Monster Iestyn
3350096b2f
Fix VC project files to include hw_clip.c/h
2018-11-14 12:11:57 +00:00
Monster Iestyn
fabcb3d842
Merge branch 'public-winsnd-libgme-fix' into 'master'
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Missed #ifdef HAVE_LIBGME in win_snd
See merge request STJr/SRB2!326
2018-11-14 06:40:07 -05:00
Marco Z
af0fdfe6e5
Missed #ifdef HAVE_LIBGME in win_snd
2018-11-13 22:50:08 -05:00
mazmazz
98ba84f50d
Add SDL Mixer 2.0.4 VC package
2018-11-13 22:05:05 -05:00
mazmazz
b438361869
Add SDL 2.0.9 VC package
2018-11-13 22:02:18 -05:00
Steel Titanium
1a35fbbd53
Make sure the new option only works on Windows.
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Is this how you do it? I'm not really sure.
2018-11-13 20:37:14 -05:00
Steel Titanium
be3fac2908
Fix up 64-bit MINGW
2018-11-13 20:32:18 -05:00
Steel Titanium
6eec21f49d
Merge branch 'master' into cmake-use-internal-libs
2018-11-13 19:46:43 -05:00
Monster Iestyn
0c0cbb3b00
Merge branch 'mixer-sound-x64-fix' into 'master'
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mixer_sound fix x64 build issue
See merge request STJr/SRB2!323
2018-11-13 17:42:23 -05:00
Monster Iestyn
a09ee2729c
Merge branch 'extend-png-metadata' into 'master'
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Save the current renderer to screenshots.
See merge request STJr/SRB2!324
2018-11-13 17:28:29 -05:00
Steel Titanium
924594e6c6
Fix skybox disappearing after using objectplace command
2018-11-13 17:25:42 -05:00
mazmazz
86f48304ba
Win32 boolean fixes
2018-11-13 17:24:19 -05:00
Steel Titanium
792d42ebd9
Save current renderer to screenshots
2018-11-13 17:19:22 -05:00
mazmazz
366aeadac4
Fix x64 build issue
2018-11-13 17:12:18 -05:00
mazmazz
9086d880a3
Update SDL Mixer to 2.0.4; remove unnecessary extra lib and include folders
2018-11-13 16:43:16 -05:00
mazmazz
b4de5baa08
Update SDL2 to 2.0.9; remove unnecessary extra lib and include folders
2018-11-13 16:40:43 -05:00
Monster Iestyn
f114f8cd26
Fix OpenGL's HUD not being scaled the same way as Software's, by removing an old OpenGL-specific hack for fdupx/fdupy
2018-11-13 18:14:59 +00:00
Monster Iestyn
0ed4efdb58
Fix V_SNAPTOx code to consider dupx/dupy the same way as Software mode
2018-11-13 18:13:51 +00:00
Monster Iestyn
b45622fc0e
Merge branch 'monitors-floatbob-fix' into 'next'
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Fix for object z positions on floating, bobbing FOFs
See merge request STJr/SRB2!316
2018-11-13 08:58:08 -05:00
Monster Iestyn
ad8f789935
Split camera initialisation code from P_SetupLevel, make sure the camera has an initial subsector set!
2018-11-12 20:07:45 +00:00
Monster Iestyn
59b309be0f
Fix monitors (and other objects) on a floating, bobbing FOF being stuck slightly above said FOF after it has finished bobbing
2018-11-12 16:23:59 +00:00
MPC
1fcf3c8863
Render the skies correctly on splitscreen in OpenGL mode
2018-11-10 16:19:41 -03:00
Monster Iestyn
f3d129e1a6
Merge branch 'master' into next
2018-11-10 19:05:33 +00:00
Monster Iestyn
d3271c5797
Merge branch 'opengl-new-clipping-backport' into 'master'
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OpenGL new clipping backport
See merge request STJr/SRB2!315
2018-11-10 13:57:16 -05:00
Monster Iestyn
8cacd3f876
Merge branch 'alias-recursion-hotfix' into 'next'
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Alias recursion hotfix
See merge request STJr/SRB2!314
2018-11-10 13:56:43 -05:00
Monster Iestyn
51ee510b85
Merge branch 'gcc-compiling-cleanup' into 'master'
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Compiling cleanup and fixes
See merge request STJr/SRB2!311
2018-11-10 13:56:17 -05:00
MPC
7c18702f84
Render the startup screen on OpenGL mode
2018-11-10 15:56:13 -03:00
Monster Iestyn
2373a6d209
fix using abs() on unsigned
2018-11-10 17:40:09 +00:00
Monster Iestyn
58c8cbf71d
Whoops, this broke my non-NEWCLIP test build
2018-11-10 16:10:25 +00:00
Monster Iestyn
5d558ffed9
Updated SRB2.cbp for hw_clip.c/h
2018-11-10 16:10:08 +00:00
Monster Iestyn
3e0ec0ed6e
clipping code didn't seem so bad this time (at least compared to without), let's enable it now?
2018-11-10 16:09:52 +00:00
Monster Iestyn
210ea25a1b
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn
ad860e0d01
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00