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Two interesting points of note: * The touchspecial sector flag seems to actually do its job now. * Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways). * There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general. |
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| android | ||
| assets | ||
| bin | ||
| cmake/Modules | ||
| debian | ||
| doc | ||
| extras | ||
| libs | ||
| objs | ||
| src | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .travis.yml | ||
| Android.mk | ||
| appveyor.yml | ||
| CMakeLists.txt | ||
| comptime.bat | ||
| comptime.mk | ||
| comptime.props | ||
| comptime.sh | ||
| cpdebug.mk | ||
| Doxyfile | ||
| LICENSE | ||
| readme.txt | ||
| srb2-vc9.sln | ||
| srb2-vc10.sln | ||
| SRB2.cbp | ||
| Srb2.dev | ||
| srb2.png | ||
| SRB2_common.props | ||
| SRB2_Debug.props | ||
| SRB2_Release.props | ||
Here it is! SRB2 v2.1.14 source code!
(why do we keep the version number up to date
when everything else in this file is hilariously old?
- Inuyasha)
Win32 with Visual C (6SP6+Processor Pack OR 7)
~~~
2 VC++ 6.0 project files are included:
Win32/DirectX/FMOD
src\win32\wLegacy.dsw
You'll need FMOD to compile this version (www.fmod.org)
or
Win32/SDL/SDL_mixer
src\sdl\Win32SDL.dsp
You'll need SDL and SDL_mixer for this version (www.libsdl.org)
Both needs NASM (http://sourceforge.net/projects/nasm)
For PNG screenshot, libPNG, and Zlib (from http://gnuwin32.sourceforge.net/)
No warranty, support, etc. of any kind is offered,
just plain old as is.
Some bits of code are still really scary.
Go nuts!
Win32 with Dev-C++ (http://bloodshed.net/ free!)
~~~
2 Dev-C++ project files are included:
Win32/DirectX/FMOD
src\win32\SRB2.dev
or
Win32/SDL/SDL_mixer
src\sdl\Win32SDL.dev
You'll need SDL and SDL_mixer for this version (www.libsdl.org)
libPNG and Zlib (from http://gnuwin32.sourceforge.net/)
Note there are precompiled libpng.a and libz.a for Mingw
you will need NASM for both SDL/SDL_mixer and DirectX/FMOD
and you need DirectX 6 (or up) Dev-Paks to compile DirectX version
GNU/Linux
~~~
Dependencies:
SDL 1.2.7 or better (from libsdl.org)
SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org)
Nasm (use NOASM=1 if you don't have it or have an non-i386 system, I think)
libPNG 1.2.7
Zlib 1.2.3
The Xiph.org libogg and libvorbis libraries
The OpenGL headers (from Mesa, usually shipped with your X.org or XFree
installation, so you needn't worry, most likely)
GCC 3.x toolchain and binutils
GNU Make
Build instructions:
make -C src LINUX=1
Build instructions (64 bit):
make -C src LINUX64=1
Build instructions to build for Wii Linux/SRB2Wii on a PowerPC system,
follow cross-compiling instructions for cross-compiling on a x86 system:
make -C src LINUX=1 WIILINUX=1
Build instructions to build for Pandora (Linux) on a ARM system,
follow cross-compiling instructions for cross-compiling on a x86 system:
make -C src PANDORA=1
Solaris
~~~
Dependencies:
SDL 1.2.5 or better (from libsdl.org)
SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org)
libPNG 1.2.7
Zlib 1.2.3
The Xiph.org libogg and libvorbis libraries
The OpenGL headers (from Mesa, usually shipped with your X.org or XFree
installation, so you needn't worry, most likely)
GCC 3.x toolchain and binutils
GNU Make
You can get all these programs/libraries from the Companion CD (except SDL_mixer and OpenGL)
Build instructions:
gmake -C src SOLARIS=1
FreeBSD
~~~
Dependencies:
SDL 1.2.7 or better (from libsdl.org)
SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org)
Nasm (use NOASM=1 if you don't have it or have an non-i386 system, I think)
libPNG 1.2.7
Zlib 1.2.3
The Xiph.org libogg and libvorbis libraries
The OpenGL headers (from Mesa, usually shipped with your X.org or XFree
installation, so you needn't worry, most likely)
GCC 3.x toolchain and binutils
GNU Make
Build instructions:
gmake -C src FREEBSD=1
DJGPP/DOS
~~~
Dependencies:
Allegro 3.12 game programming library, (from
http://alleg.sourceforge.net/index.html)
Nasm (use NOASM=1 if you don't have it)
libsocket (from http://homepages.nildram.co.uk/~phekda/richdawe/lsck/) or
Watt-32 (from http://www.bgnett.no/~giva/)
GCC 3.x toolchain and binutils
GNU Make
Build instructions:
make -C src # to link with Watt-32, add WATTCP=1
# for remote debugging over the COM port, add RDB=1
Notes:
use tools\djgpp\all313.diff to update Allegro to a "more usable" version ;)
Example: E:\djgpp\allegro>patch -p# < D:\SRB2Code\1.1\srb2\tools\djgpp\all313.diff
Windows CE
~~~
Dependencies:
SDL 1.27
Build instructions:
use src\SDL\WinCE\SRB2CE.vcw
-------------------------------------------------------------------------------
binaries will turn in up in bin/
note: read the src/makefile for more options
- Sonic Team Junior
http://www.srb2.org