- May 01, 2016
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Monster Iestyn authored
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
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- Apr 30, 2016
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wolfs authored
Should fix conflicts with Lua-scripted jump spin abilities.
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Alam Ed Arias authored
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Inuyasha authored
Fix OpenGL Fademasks (Screen Transitions) Screen transitions don't work in OpenGL when scr_depth is set to 8 or 16 bits. This fixes that. See merge request !67
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Sryder authored
For some reason every texture and flat loaded into GL is vertically flipped
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wolfs authored
Fixes http://mb.srb2.org/showthread.php?t=41403. Not sure why nobody noticed this earlier.
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- Apr 29, 2016
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Sryder authored
Don't think either of them need RGBA
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Sryder authored
So they don't get effected by the texture format set by the screen depth GL_RGB5_A1 from 16-bit was removing all alpha from the texture
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Monster Iestyn authored
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Monster Iestyn authored
apparently it was never used for what exists of floor splats' code, huh
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- Apr 28, 2016
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Inuyasha authored
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- Apr 26, 2016
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Monster Iestyn authored
Slope fixes This branch fixes the following slope-related physics and rendering bugs: * Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load) * Player starts spawning players inside slopes * Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21 * Dying players "jumping" off slopes to the side if they were previously standing on one * Some issues with FOF slope rendering * Various issues with sprites displaying through walls adjacent to slopes Other features added: * Objectplace now supports slopes (this is Inuyasha's doing) * Automap in DEVMODE now supports slopes (my doing) Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over. See merge request !50
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- Apr 25, 2016
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Monster Iestyn authored
This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
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- Apr 24, 2016
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Inuyasha authored
xorshift* PRNG This needs testing to ensure I didn't mess anything up switching function names around. Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well. The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much. The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%). This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes. P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special. See merge request !64
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- Apr 22, 2016
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Monster Iestyn authored
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
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- Apr 21, 2016
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Monster Iestyn authored
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- Apr 20, 2016
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Inuyasha authored
Skybox hotfix This branch fixes how, for a skybox with both a centerpoint and viewpoint, the first person view code did not take the centerpoint's angle into account. So when the centerpoint's angle is NOT 0 (or a multiple of 360), this results in the skybox "moving the wrong way" when you're viewing the skybox this way and moving about. ...yeah sorry guys, I commited to a copy of next again, whoops. Cherry-pick the relevant commit into master if this works out fine - after all, this shouldn't affect netgames I think (it's purely about rendering after all) See merge request !56
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Always wondered why a flag meant for FOF physics was used in the rendering code, lol
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- Apr 19, 2016
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Inuyasha authored
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- Apr 18, 2016
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Inuyasha authored
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- Apr 16, 2016
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Monster Iestyn authored
* add skidtime, which we forgot before 2.1 release apparently * change tics from INT16 to INT32 * change eflags from UINT8 to UINT16 * change actionspd/mindash/maxdash from INT32 to fixed_t
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Monster Iestyn authored
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- Apr 10, 2016
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Monster Iestyn authored
Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2 I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
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- Apr 07, 2016
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Alam Ed Arias authored
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Inuyasha authored
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Inuyasha authored
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Inuyasha authored
initialize flipcam2 player 2 gets game over music now. restore the other player's music when the dead player is done sulking about their game over
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Inuyasha authored
Fixed mashing buttons during fades causing crashes, messed up behavior, record attack anywhere, all the damn stupid bugs that it caused, basically
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- Apr 06, 2016
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Monster Iestyn authored
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Inuyasha authored
Until we use something besides Native MIDI to play back MIDI music, MIDI volume changing is disabled since it causes way too much of a damn headache. (It's not even our fault, it's fucking MS.)
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- Apr 05, 2016
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Monster Iestyn authored
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