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  1. May 01, 2016
    • Monster Iestyn's avatar
      General improvements to Lua error messages for out-of-bounds stuff. · 2ddde836
      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?!
      2ddde836
  2. Apr 30, 2016
  3. Apr 29, 2016
  4. Apr 28, 2016
  5. Apr 26, 2016
    • Monster Iestyn's avatar
      Merge branch 'slope-fixes' into 'next' · ac3de70c
      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
      ac3de70c
  6. Apr 25, 2016
  7. Apr 24, 2016
    • Inuyasha's avatar
      Merge branch 'bp_random2' into 'next' · b288d8a3
      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
      b288d8a3
  8. Apr 22, 2016
  9. Apr 21, 2016
  10. Apr 20, 2016
  11. Apr 19, 2016
  12. Apr 18, 2016
  13. Apr 16, 2016
  14. Apr 10, 2016
  15. Apr 07, 2016
  16. Apr 06, 2016
  17. Apr 05, 2016
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