- May 16, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 14, 2016
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Monster Iestyn authored
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Monster Iestyn authored
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
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- May 13, 2016
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Alam Ed Arias authored
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- May 12, 2016
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Inuyasha authored
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Monster Iestyn authored
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- May 11, 2016
- May 10, 2016
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Alam Ed Arias authored
SDL: in the SDL 2.0 interface code, we use a fake surface as our vidsurface, so we should be freeing it
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Monster Iestyn authored
Revert texturepresent size increase, check for negative top/mid/bottom texture values so as to not go out of bounds the other way
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 09, 2016
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Inuyasha authored
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- May 07, 2016
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Inuyasha authored
Demo replay fixes Changes made/bugs fixed in this branch: * Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668), and in waterslides * localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super * Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway) See merge request !66
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Inuyasha authored
Fix F12ing an analog player changing cam_rotate I didn't test this but it looks like it would work. Idk. See merge request !70
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colette authored
They don't affect what you're viewing anyway and cause cam_rotate to get messed up.
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Inuyasha authored
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- May 06, 2016
- May 05, 2016
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Monster Iestyn authored
Multiply downwards thrust on slopes by the actual "gravity" variable. Also account for mobj scale (it affects gravity added in P_CheckGravity, so it makes sense here).
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Monster Iestyn authored
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Inuyasha authored
the most common condition (correct drawing) shouldn't be last, however it can't be first without making the conditions longer anyway. it's a nitpicky thing, but this is the renderer we're talking about here.
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Inuyasha authored
i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs i hate FOFs
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Inuyasha authored
Previous overflow fix resulted in extra tall FOFs disappearing up close (see: ERZ1's elevators at start) This works "better" in that only some lighting bugs and really really finicky visual glitches show now. I give up trying to totally fix this stuff dfsdfgdgf
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- May 04, 2016
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wolfs authored
One more name in the credits I probably messed up by making toast_credits based on master instead of next. If that's blocking, just delete this branch and I'll re-do it. It's a single line, though - shouldn't exactly matter so much. Could probably stand to be merged into Internal as well, since I hadn't actually worked on any textures when we'd updated the credits there. See merge request !69
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toaster authored
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Inuyasha authored
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Inuyasha authored
please don't make me do this again.
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Inuyasha authored
see https://mb.srb2.org/showthread.php?t=41370
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- May 03, 2016
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Inuyasha authored
OpenGL slopes Exactly what it says on the tin, obviously. See merge request !68
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Monster Iestyn authored
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Monster Iestyn authored
Revert "Fix up the ceiling sky hack (yuck) a bit so my commit doesn't break thok barrier planes now" This created HOMs in THZ2's skybox, ack. This reverts commit eba382df.
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Monster Iestyn authored
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Inuyasha authored
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Inuyasha authored
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- May 02, 2016
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Monster Iestyn authored
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Monster Iestyn authored
Interestingly these changes somehow fix how thok barrier walls block the planes, which was an issue even before slopes I believe
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