- Jun 15, 2016
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toaster authored
* NAMEcL refers to a frame which is seen for the entirety of an object's left side. * NAMEcR refers to a name which is seen for the entirety of an object's right side. * NAMEcLcR does both sides. * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5 to 8 OR fill in with a NAMEcR * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. * Characters were selected for 1) ease of use and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose
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- Jun 13, 2016
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Monster Iestyn authored
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- Jun 12, 2016
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Monster Iestyn authored
Software crashes fix This branch SHOULD fix the many crashes people have reported lately that all point to the software renderer. Simply put, the software renderer allowed stuff to be drawn out of the screen even though that wasn't safe, and even the existing checks to prevent that didn't work. If you saw me worrying about the sky HOMs I discovered in AGZ earlier in the commits for this branch, don't worry - it turns out that issue already existed in 2.1.15's srb2win.exe (and probably srb2dd.exe too) anyway, the changes in this branch didn't cause them. Hopefully nothing else broke then. See merge request !75
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- Jun 08, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
Fix for rendering sprites in skyboxes This branch fixes the visual glitches one sees with sprites for objects within skyboxes, typically with parts of or all of some sprites disappearing from view even though they shouldn't be. See merge request !84
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Monster Iestyn authored
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- Jun 04, 2016
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Monster Iestyn authored
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colette authored
OpenGL slope fixes again This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something. (if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad) See merge request !81
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Monster Iestyn authored
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- Jun 02, 2016
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http://mb.srb2.org/showthread.php?t=41536Monster Iestyn authored
Basically this makes sure numwadfiles is updated before loading the SOC/Lua scripts, so if a Lua script calls COM_BufInsertText with the contents "addfile scr_mysticrealm.wad" it can't overwrite the last written wadfile slot! Not that COM_BufInsertText really should be used like that to begin with
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wolfs authored
Reviewed by @RedEnchilada
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- Jun 01, 2016
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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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Monster Iestyn authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Monster Iestyn authored
OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
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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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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 31, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
This fixes certain sector specials and linedef executor specials etc not accounting for players/mobjs touching sloped FOFs
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Monster Iestyn authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Alam Ed Arias authored
Travis ci Ok, now SRB2 on travis-ci is tested to be compiled against 17 buildsets Now, what am I doing wrong? See merge request !74
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- May 30, 2016
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Monster Iestyn authored
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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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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
Significant rework of main seg-rendering code, to eliminate the possibility of drawing off-screen and crashing the game as result NOTE: HOMs sometimes appear in the sky in maps like AGZ (map40), so this isn't completely fine yet. I'll fix that later
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