Skip to content
Snippets Groups Projects
  1. Aug 27, 2016
  2. Aug 25, 2016
    • Monster Iestyn's avatar
      Merge branch 'master' into next · 96f74a3a
      Monster Iestyn authored
      96f74a3a
    • wolfs's avatar
      Merge branch 'climbingshit2_electricboogaloo' into 'master' · 831c29ea
      wolfs authored
      Climbing shit 2 electric boogaloo: an adventure in how much toast hates how the ogl renderer was implemented
      
      Fixed Knuckles being able to climb in space in OpenGL.
      
      Using the last-touched line instead of R_IsPointInSubsector because FLOAT_TO_FIXED is bad in P_ functions
      
      To understand the original problem: look at AjustSegs(void) in hw_bsp.c. It reallocates the vetex_t pointers for lines as POLYVERTEX_T pointers, and of COURSE things are gonna get wacky when you're casting pointers.
      
      This merge request is into master because it's a bug that's IN master and must never reach the public because of how bad it is
      
      See merge request !101
      831c29ea
  3. Aug 20, 2016
    • Monster Iestyn's avatar
      Merge branch 'fix-obj-step' into 'next' · fd5297ee
      Monster Iestyn authored
      Fix non-player objects having busted step-up/down on slopes
      
      Why the fuck did I make this a player conditional in the first place holy shit
      
      See merge request !103
      fd5297ee
    • Inuyasha's avatar
      Merge branch 'moredisabling_hudstuff' into 'next' · f3639489
      Inuyasha authored
      Allowing the disabling of Match/CTF/Miscellaneous Ringslinger HUD elements
      
      Does what it says on the tin.
      
      Requested by Lat and Speedwagon, selfishly also desired because of Thokker, open and shut. If 2.1.16 is delayed, might as well get some goodwill-raising zero-effort stuff in there.
      
      See merge request !106
      f3639489
  4. Aug 18, 2016
  5. Aug 14, 2016
  6. Aug 13, 2016
  7. Aug 11, 2016
    • Alam Ed Arias's avatar
      Merge branch 'next' into public_next · 60f0bd8e
      Alam Ed Arias authored
      60f0bd8e
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · fb8de61a
      Alam Ed Arias authored
      fb8de61a
    • Monster Iestyn's avatar
      Merge branch 'opengl-planes' into 'master' · c79428a1
      Monster Iestyn authored
      OpenGL planes fix
      
      This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).
      
      If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.
      
      See merge request !97
      c79428a1
    • Monster Iestyn's avatar
      Merge branch 'fof-slope-crash-fix' into 'master' · ae5844be
      Monster Iestyn authored
      Fof slope crash fix
      
      This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.
      
      Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.
      
      See merge request !96
      ae5844be
  8. Aug 08, 2016
  9. Aug 07, 2016
    • wolfs's avatar
      Merge branch 'invalid-map-name-test' into 'next' · bbb4bb8a
      wolfs authored
      -warp checking for invalid map names
      
      I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.
      
      SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.
      
      See merge request !99
      bbb4bb8a
    • wolfs's avatar
      Merge branch 'findspeciallinefromtag-fix' into 'next' · 3fcaf0b3
      wolfs authored
      P_FindSpecialLineFromTag crash fix
      
      This fixes the case where an in-level sector or FOF control sector with a tag of -1 or 65535 (seriously, who does that?) can possibly lead to a crash in this function when searching for heat linedef specials in 1st person. And also the same kind of crash any other sort of weird case where the tag number that function uses for searching is -1 or 65535, I suppose!
      
      See merge request !98
      3fcaf0b3
    • wolfs's avatar
      Merge branch 'sprite-loading-tweaks' into 'master' · 8561a6b4
      wolfs authored
      Fix R_AddSingleSpriteDef's I_Error messages
      
      Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")
      
      Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"
      
      See merge request !95
      8561a6b4
    • colette's avatar
      02d33824
  10. Jul 28, 2016
  11. Jul 27, 2016
  12. Jul 24, 2016
  13. Jul 22, 2016
  14. Jul 21, 2016
    • Alam Ed Arias's avatar
      Merge branch 'next' into public_next · 5513e110
      Alam Ed Arias authored
      5513e110
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · 5c234a81
      Alam Ed Arias authored
      5c234a81
    • Alam Ed Arias's avatar
      Merge branch 'software-fixes' into 'master' · f6b8b51a
      Alam Ed Arias authored
      Software crashes fix... fix
      
      Fixes a typo introduced by merge request !75 that caused upper textures to set the wrong ceiling clipping value when not visible, allowing all sorts behind the walls to be visible. This is most noticable in GFZ2 when the inside of the tunnel section is visible
      
      ...probably a good idea to make sure this one doesn't introduce any MORE visual glitches by mistake (again, compare with 2.1.15 if possible)
      
      See merge request !93
      f6b8b51a
    • Alam Ed Arias's avatar
      Merge branch 'tilted-transparent-flats-fix' into 'master' · df0a9095
      Alam Ed Arias authored
      Fix for flats with transparent pixels on slopes
      
      This fixes how R_DrawTiltedSplat_8 unintentionally allows the cyan pixels to NOT be considered "transparent" if after being remapped, depending on sector brightness and/or linedef type 606 colormaps, the result of remapping is not palette index 247 (the cyan we typically turn transparent). That is, the original colors from the source flat graphic are not checked, but instead the __result__ of coloring the flat under the respective colormap is checked for "transparent" pixels. This is only a problem for the tilted splat drawing function, not the regular one for non-sloped planes with cyan-pixel-using flats.
      
      I found out about this bug from the issues Ritz was having with sloped 255-alpha translucent FOFs using transparent flats and his custom COLORMAP lump (and later when he applied a linedef type 606 colormap to the FOF) for his custom map. Thankfully he has some workarounds, but this should fix the code-side issues that caused his problems in the first place.
      
      I also fixed stuff with another splat drawing function that's not currently used atm (maybe it will be in the future, if splats themselves are ever enabled again? *shrugs*).
      
      See merge request !92
      df0a9095
Loading