Commit graph

  • 63089c885e Merge branch 'polyobject-more-fixes' into 'next' Furyhunter 2015-04-14 20:13:16 -04:00
  • 3d59e337ac Merge branch 'polyobject-scroll-hotfix' into 'next' Furyhunter 2015-04-14 20:10:07 -04:00
  • d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps RedEnchilada 2015-04-08 21:32:07 -05:00
  • 09345ce929 Revert "Guess what major breaking-news bug I just fixed B)" RedEnchilada 2015-04-08 20:50:49 -05:00
  • 55bfb4ffe8 Re-fix the server global variable in Lua Wolfy 2015-04-08 13:46:30 -04:00
  • 210279625a Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences RedEnchilada 2015-04-06 11:23:08 -05:00
  • 1078be3c30 Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks RedEnchilada 2015-04-06 11:22:27 -05:00
  • 4f06650a1e Removed the small velocity boost you get for surfacing from goo. JTE 2015-04-04 18:39:32 -04:00
  • 4016d15f7b Adjusted platform-creating velocity of goo water. JTE 2015-04-04 18:38:20 -04:00
  • 5a4d9f885b Making RotateThings a bit nicer?? RedEnchilada 2015-04-01 20:41:53 -05:00
  • 6616b030bb Replace the old spinny polyobject player drifty hack thing with a new one that actually works RedEnchilada 2015-04-01 18:15:46 -05:00
  • fb120299bb Make polyobjects carry the same objects as conveyors for consistency RedEnchilada 2015-04-01 17:39:20 -05:00
  • 83461f49c5 Merge branch 'public_todo_next' into next Alam Ed Arias 2015-04-01 12:32:34 -04:00
  • 649dd7bd8d Fix SDL2 searching for main when it wasn't necessary. Ronald Kinard 2015-02-24 02:19:37 -06:00
  • 9e306394dd Guess what major breaking-news bug I just fixed B) MonsterIestyn 2015-02-20 22:58:55 +00:00
  • bd5dcb0b0a Make sure lump name is zeroed out before writing so it always ends in a terminating char RedEnchilada 2015-02-20 18:13:31 +00:00
  • a797e88bb9 Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc MonsterIestyn 2015-02-20 13:00:40 +00:00
  • 308a958653 yellow wanted me to push this cus it fixed md2 translucency for her test cases RedEnchilada 2015-02-20 02:21:03 +00:00
  • ada9b6a9ea I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3- RedEnchilada 2015-02-18 23:42:01 +00:00
  • 076719e6a4 P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least MonsterIestyn 2015-02-18 18:59:52 +00:00
  • d915a8142d Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot) MonsterIestyn 2015-02-16 21:06:51 +00:00
  • 6cff0bba70 Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous. MonsterIestyn 2015-02-15 17:15:55 +00:00
  • 2d9d028bea Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes MonsterIestyn 2015-02-14 21:37:05 +00:00
  • 4aa0b7a2a8 Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity. MonsterIestyn 2015-02-11 22:35:04 +00:00
  • 34c396825f tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse) MonsterIestyn 2015-02-11 20:54:11 +00:00
  • 2480382b6b remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though) MonsterIestyn 2015-02-11 20:51:47 +00:00
  • 69f77a6c2e Not sure how these things work, but presumably this was meant to be here MonsterIestyn 2015-02-02 20:04:04 +00:00
  • 515895dd30 cmake: Fixes to allow MSVC to compile Alam Ed Arias 2015-02-02 19:42:25 +00:00
  • c8c7878005 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag! MonsterIestyn 2015-01-31 17:35:51 +00:00
  • 2eb6dd4fc2 Prepared SRB2.cbp (Code::Blocks project) for SDL2 development on Windows as best I could. @_@; JTE 2015-01-29 17:48:05 +00:00
  • 474ad01b46 No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in. MonsterIestyn 2015-01-28 17:02:50 +00:00
  • af4c2fe391 Some minor cleanup for OpenGL sprite/MD2 code MonsterIestyn 2015-01-28 15:16:50 +00:00
  • 965bd2f694 Crawlas now use only one state for looking each MonsterIestyn 2015-01-28 15:16:50 +00:00
  • 2b826bd50c Merge branch 'next' into internal-master Ronald Kinard 2015-03-30 16:25:05 -05:00
  • cf3bd83e2f Merge branch 'solid-midtextures' into next Ronald Kinard 2015-03-30 16:23:13 -05:00
  • 70732f6475 Make solid midtexture trick work properly(?) for polyobjects RedEnchilada 2015-03-30 13:06:04 -05:00
  • 808775de02 Effect 4 on a map line now makes the front midtexture solid RedEnchilada 2015-03-29 00:49:27 -05:00
  • a2af7ba305 Merge branch 'master' into next Ronald Kinard 2015-03-24 23:12:01 -05:00
  • 0e3ce03ca9 Merge branch 'master' into master-internal Ronald Kinard 2015-03-24 23:07:03 -05:00
  • d7b3795a82 Merge branch 'fix-windows-compile' Ronald Kinard 2015-03-24 23:04:44 -05:00
  • 53680903e5 Fix compilation and debugging on Windows. Ronald Kinard 2015-03-24 19:32:58 -05:00
  • d407d280ad Merge branch 'next' into internal-master Ronald Kinard 2015-03-08 21:54:47 -05:00
  • ad6535ca51 Merge branch 'master' into next Ronald Kinard 2015-03-08 21:50:21 -05:00
  • 2f52a5d34f Added a fatal error message when attempting an in-source build. Ronald Kinard 2015-03-08 18:47:26 -05:00
  • c43b41e183 Fix generation of SRB2DD target. Ronald Kinard 2015-03-08 04:30:07 -05:00
  • 8472075960 Prepend ASM sources with the current source directory in CMake. Ronald Kinard 2015-03-08 04:16:16 -05:00
  • a713509493 Refactor CMake to allow source grouping and separation of interfaces. Ronald Kinard 2015-03-08 03:26:54 -05:00
  • 3d5d61ee87 Remove MSVC netplay warning. Ronald Kinard 2015-03-04 20:37:37 -06:00
  • f28b050c07 Append current branch name to comp version string. Ronald Kinard 2015-03-04 20:15:57 -06:00
  • e223084982 Use bin output directory. Ronald Kinard 2015-03-04 20:07:51 -06:00
  • 7964f3b044 Removed the need to add "Status = 1" to all new Character select entries for it to become active. JTE 2015-01-23 01:25:08 +00:00
  • c1bfde0027 Fixed WGL code "device mode" breaking. JTE 2015-01-22 19:36:17 +00:00
  • 8d7b5941a8 Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/ JTE 2015-01-22 19:02:45 +00:00
  • 092134ad0c Title screen cheat "devmode". JTE 2015-01-22 19:02:38 +00:00
  • 9b0e09877e gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate! MonsterIestyn 2015-01-22 17:57:26 +00:00
  • 0dff0d84de New HD SRB2 icon by VAdaPEga. JTE 2015-01-22 15:38:13 +00:00
  • 51380dd527 Merge branch 'next_to_private' into 'master' Alam Ed Arias 2015-03-01 20:01:57 -05:00
  • 82fc6fd4c0 whitespace cleanup Alam Ed Arias 2015-03-01 19:30:22 -05:00
  • 19b52d19cb Have super sparks scale with the player Wolfy 2015-02-20 17:25:27 -06:00
  • ffc1d3cb64 Correcting a most minor math mistake MonsterIestyn 2015-01-20 19:42:10 +00:00
  • 2d8868feca Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!! MonsterIestyn 2015-01-10 20:54:17 +00:00
  • f3e6770e9a Well that shows you how much we care about the old special stages *or* race! Matt Walsh 2015-01-02 22:27:43 +00:00
  • 0a7f3751f6 Add in missing super check Matt Walsh 2015-01-02 16:37:13 +00:00
  • 8232dbca10 *Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience MonsterIestyn 2015-01-02 15:14:22 +00:00
  • 6513954789 whitespace cleanup Alam Ed Arias 2015-03-01 19:30:22 -05:00
  • 627889eec1 Have super sparks scale with the player Wolfy 2015-02-20 17:25:27 -06:00
  • 967c2a324a Merge branch 'next' into internal-master Ronald Kinard 2015-03-01 02:21:07 -06:00
  • 15f0670c43 Merge branch 'fix_each_time' into next Ronald Kinard 2015-03-01 02:13:46 -06:00
  • 1fc240fb8d Fix SDL2 searching for main when it wasn't necessary. Ronald Kinard 2015-02-24 02:19:37 -06:00
  • 0ab6710dfa Guess what major breaking-news bug I just fixed B) MonsterIestyn 2015-02-20 22:58:55 +00:00
  • 8274b529d5 Make sure lump name is zeroed out before writing so it always ends in a terminating char RedEnchilada 2015-02-20 18:13:31 +00:00
  • d818b7af50 Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc MonsterIestyn 2015-02-20 13:00:40 +00:00
  • f6de5cc4d9 yellow wanted me to push this cus it fixed md2 translucency for her test cases RedEnchilada 2015-02-20 02:21:03 +00:00
  • a30222d8e6 I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3- RedEnchilada 2015-02-18 23:42:01 +00:00
  • 643dc4cbaa P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least MonsterIestyn 2015-02-18 18:59:52 +00:00
  • 16b2dc3b54 Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot) MonsterIestyn 2015-02-16 21:06:51 +00:00
  • fb47b046da Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous. MonsterIestyn 2015-02-15 17:15:55 +00:00
  • 32bf550d08 Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes MonsterIestyn 2015-02-14 21:37:05 +00:00
  • e83fa3dc43 Partial damage system overhaul: P_DamageMobj, P_KillMobj, P_HitDeathMessages and P_RingDamage now all take a "damagetype" variable that determines what type of damage was dealt. Does not replace the "damage" variable, we'll have to see if that is worth keeping another time? MonsterIestyn 2015-02-13 16:15:58 +00:00
  • ff8c09922d Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity. MonsterIestyn 2015-02-11 22:35:04 +00:00
  • 55c1ad4368 tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse) MonsterIestyn 2015-02-11 20:54:11 +00:00
  • a486b70bed remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though) MonsterIestyn 2015-02-11 20:51:47 +00:00
  • 860a9172e4 Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now. MonsterIestyn 2015-02-06 22:34:41 +00:00
  • 29b422ca10 Not sure how these things work, but presumably this was meant to be here MonsterIestyn 2015-02-02 20:04:04 +00:00
  • 51b783e85a cmake: Fixes to allow MSVC to compile Alam Ed Arias 2015-02-02 19:42:25 +00:00
  • 234300d4b6 MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag! MonsterIestyn 2015-01-31 17:35:51 +00:00
  • bf9885a324 Prepared SRB2.cbp (Code::Blocks project) for SDL2 development on Windows as best I could. @_@; JTE 2015-01-29 17:48:05 +00:00
  • 06039bbd9b No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in. MonsterIestyn 2015-01-28 17:02:50 +00:00
  • c93ae69d9d Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code MonsterIestyn 2015-01-28 15:16:50 +00:00
  • 1d87f7d193 Removed default character select entries from hardcoding. JTE 2015-01-23 01:25:14 +00:00
  • 272d8e3f91 Removed the need to add "Status = 1" to all new Character select entries for it to become active. JTE 2015-01-23 01:25:08 +00:00
  • 301f33f2b7 Fixed WGL code "device mode" breaking. JTE 2015-01-22 19:36:17 +00:00
  • eef1406bd8 WARNING: I HAVE PROBABLY JUST BROKEN 3/4 OF THE GAME WITH THIS COMMIT PolyObject setup is now much simplified: First line alone spawns a PolyObject, PolyObject Params apply extra settings Disabled Explicitly Include Line for the meantime, since goodness knows how anyone's supposed to use that at all (let alone working properly) Starting translucencies from PO Params is stored for reference in netgames MonsterIestyn 2015-01-22 19:24:40 +00:00
  • 3a0f5fd2ae Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/ JTE 2015-01-22 19:02:45 +00:00
  • b29a3958e0 Title screen cheat "devmode". JTE 2015-01-22 19:02:38 +00:00
  • ab78b722d5 gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate! MonsterIestyn 2015-01-22 17:57:26 +00:00
  • 2e8a5a3495 Updated dehacked.c to match info.h new player states. JTE 2015-01-22 16:50:01 +00:00
  • b7e3dfbd74 Updated version number to 2.2 and enabled active dev mode ("Trunk" versionstring and no MD5 checking on main wads) JTE 2015-01-22 15:51:31 +00:00
  • bfbd326821 New HD SRB2 icon by VAdaPEga. JTE 2015-01-22 15:38:13 +00:00
  • b2681984a6 Merge branch 'player-animations' JTE 2015-01-22 15:23:45 +00:00