- Aug 27, 2016
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Monster Iestyn authored
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- Aug 25, 2016
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Monster Iestyn authored
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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
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- Aug 20, 2016
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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
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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
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- Aug 18, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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toaster authored
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toaster authored
The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky.
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- Aug 14, 2016
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Alam Ed Arias authored
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colette authored
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- Aug 13, 2016
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colette authored
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toaster authored
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toaster authored
Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes. (After talking to Alam, we can't have floats anywhere near P_ functions, so.)
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toaster authored
To understand: 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. I dunno how resilient the FLOAT_TO_FIXED solution is or whether it'll be netgame compatible (yayyy float precision loss) but it's not like our builds are netgame compatible with themselves
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- Aug 11, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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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
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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
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- Aug 08, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Aug 07, 2016
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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
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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
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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
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colette authored
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- Jul 28, 2016
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Monster Iestyn authored
Detect if -warp's parm is actually a valid map name (MAPxx or plain number), and print an "invalid map name" message if not
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Monster Iestyn authored
for some apparent reason the compiler didn't like the while loop condition edit on its own (it complained about inline failures for P_MobjReadyToTrigger for some reason), so I had to add that extra bit above the while loop... and it was happy again, huh
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- Jul 27, 2016
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Monster Iestyn authored
Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
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- Jul 24, 2016
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Monster Iestyn authored
If you want more specifics, sloped FOFs are to blame it turns out: sometimes the bottom of an FOF wall blocking a segment of an in-level wall column can be considered ABOVE the top part of the FOF there (yikes), and then the dc_y* values go offscreen, and then BOOM
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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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- Jul 22, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jul 21, 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
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
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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
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