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  1. Oct 31, 2016
  2. Oct 30, 2016
  3. Oct 29, 2016
    • Alam Arias's avatar
      Merge pull request #119 from ilag11111/linux64-soundcrash-fix · 51cb45cd
      Alam Arias authored
      Prevent resampling-related crashes on Linux 64-bit
      51cb45cd
    • Monster Iestyn's avatar
      Merge branch 'hereicome_rougherthanleather' into 'next' · 158db5d3
      Monster Iestyn authored
      P_IsPointInSubsector fix! (Most importantly: Knuckles No Longer In Space)
      
      Now works in GL by not relying on stuff which GL mutates! Thanks for the guidance, @MonsterIestyn! Tested in Steel_Titanium's Nightlight Ruins (in SUGOI), which had the perfect testbed for plenty of Knuckles issues AND is one of the first maps out to the public which eschews thok barriers altogether in some sections.
      
      * Knuckles climbing on one sided lines is now super great and doesn't allow any space-climbing at all, OGL-exclusive OR renderer-independent. I was able to restore my earlier perfect-in-Software fix because now it also works fine in GL, too!
      * The devmode TELEPORT command now actually prevents you from going outside maps which don't have thok barriers near where you were. (It only prevented you from going outside maps with thok barriers because the thok barriers bled outwards and failed some other conditions.)
      * Camera now behaves identically between Software and GL. (Look closely at p_user.c - I didn't modify any code in that section, but the chasecam DOES call P_IsPointInSubsector...)
      * Here's a biggun - OpenGL precipitation is ALSO fixed! Yup. That's right. It used P_IsPointInSubsector too, and THAT'S why it was broken for all this time. (I did have to do a few other changes beyond just flipping the ifdef, but HOLY SHIT.) Tested this in Mystic Realm's second zone, which kept rain all the way through in OGL!!
      
      (And yes, I AM compiling with OGL on for this branch.)
      
      See merge request !128
      158db5d3
    • toaster's avatar
      YUP, I just fixed OGL Precipitation with this branch too. What the fuck?... · ab6fd676
      toaster authored
      YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo.
      ab6fd676
    • toaster's avatar
      P_IsPointInSubsector now works in both Software and GL, which means it can be... · ff443251
      toaster authored
      P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
      
      Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
      ff443251
    • Monster Iestyn's avatar
      Merge branch 'slopes_n_objects' into 'next' · 8b5abd95
      Monster Iestyn authored
      Fixing various problems with MF_SOLID collision
      
      (I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)
      
      * Solid objects are now no longer intangible when your z is less than the other object's.
          * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
          * Unfixed = http://gfycat.com/BareLimitedCavy
          * Fixed = http://gfycat.com/JubilantOffensiveGar
      * You now properly lose your momentum when jumping at a solid object.
          * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
          * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
          * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter
      
      See merge request !119
      8b5abd95
    • Monster Iestyn's avatar
      Merge branch 'shield_issues' into 'next' · 2ef1aaf1
      Monster Iestyn authored
      Fixed players disappearing when spindashing whilst wearing multi-layer shields
      
      * Before: http://i.imgur.com/gxUFElo.png
      * After: http://i.imgur.com/NxsOg94.png
      
      The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.
      
      (SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)
      
      See merge request !124
      2ef1aaf1
    • toaster's avatar
    • toaster's avatar
    • Alam Arias's avatar
      Merge pull request #128 from Yukitty/fix-animdefs · dfc83a54
      Alam Arias authored
      Fix ANIMDEFS process order
      dfc83a54
  4. Oct 24, 2016
  5. Oct 20, 2016
  6. Oct 19, 2016
  7. Oct 18, 2016
  8. Oct 09, 2016
    • Monster Iestyn's avatar
      Merge branch 'SLADE_textures' into 'next' · 405237d3
      Monster Iestyn authored
      Treating " as whitespace in TEXTURES (and animdefs too i guess)
      
      SLADE adds this character in its TEXTURES editor and makes SRB2 cry unless the lump is manually edited; this just treats it as whitespace so we don't have to think too hard about it.
      
      Also, two I_Errors now refer to the correct lump name.
      
      See merge request !122
      405237d3
  9. Sep 27, 2016
    • toaster's avatar
      Fixed that really annoying bug where you disappear when spindashing on top of... · 8881a413
      toaster authored
      Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
      
      (the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
      8881a413
  10. Sep 26, 2016
  11. Sep 24, 2016
  12. Sep 22, 2016
  13. Sep 21, 2016
  14. Sep 11, 2016
  15. Sep 08, 2016
  16. Sep 06, 2016
  17. Sep 05, 2016
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