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  1. Jun 22, 2017
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · 11112829
      Alam Ed Arias authored
      11112829
    • Monster Iestyn's avatar
      Merge branch 'opengl-slope-FOF-lighting-fix' into 'master' · b37d09df
      Monster Iestyn authored
      OpenGL slope FOF lighting fix
      
      This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P
      
      See merge request !194
      b37d09df
    • Monster Iestyn's avatar
      Merge branch 'touching_fixes' into 'next' · 44f33e67
      Monster Iestyn authored
      Fixes with respect to sector special touching and slopes
      
      Some important stuff.
      
      * SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
      * SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
      * Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
      * Also, P_CanRunOnWater supports slopes now too.
      * Quicksand supports slopes and reverse gravity now.
      * Space Countdown supports slopes now.
      
      Also, an experiment behind a #define which currently isn't turned on:
      
      * UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.
      
      See merge request !131
      44f33e67
    • Monster Iestyn's avatar
      Merge branch 'polyobject-seg-render-fix' into 'master' · 6a032985
      Monster Iestyn authored
      Polyobject seg render fix
      
      This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.
      
      This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)
      
      See merge request !195
      6a032985
    • Monster Iestyn's avatar
      Merge branch 'ping-fix' into 'next' · abf92e96
      Monster Iestyn authored
      Ping-related code fix
      
      Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.
      
      I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.
      
      See merge request !193
      abf92e96
    • Monster Iestyn's avatar
      Merge branch 'ld414-invalid-sound-fix' into 'next' · 1efd2aa7
      Monster Iestyn authored
      Ld414 invalid sound fix
      
      This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.
      
      See merge request !196
      1efd2aa7
    • Monster Iestyn's avatar
      Merge branch 'Lua-playerspawn-hook-fix' into 'next' · 8ab4b8c7
      Monster Iestyn authored
      Fix for Lua's "PlayerSpawn" hook
      
      This fixes how functions for the "PlayerSpawn" Lua hook aren't called when the player respawns at a starpost instead of at a map thing start.
      
      (Note to Lua scripters who may want to adjust their scripts accordingly with this in future, checking if `player.starposttime` is non-zero is the best way to detect if you're spawning at a starpost or not.)
      
      See merge request !198
      8ab4b8c7
  2. Jun 20, 2017
  3. Jun 19, 2017
  4. Jun 18, 2017
  5. Jun 17, 2017
  6. Jun 09, 2017
  7. Jun 07, 2017
  8. Jun 04, 2017
  9. Jun 03, 2017
  10. Jun 01, 2017
  11. May 30, 2017
  12. May 29, 2017
  13. May 28, 2017
  14. May 27, 2017
  15. May 26, 2017
    • Alam Ed Arias's avatar
      Makefile: disable GETTEXT by default · 86a76a97
      Alam Ed Arias authored
      86a76a97
    • Alam Ed Arias's avatar
      0e0769d1
    • Monster Iestyn's avatar
      Merge branch 'master' into next · 11d57fba
      Monster Iestyn authored
      11d57fba
    • Monster Iestyn's avatar
      Merge branch 'netcode-hotfix' into 'master' · 3928b75b
      Monster Iestyn authored
      Netcode hotfix
      
      Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.
      
      It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).
      
      See merge request !185
      3928b75b
    • Monster Iestyn's avatar
      Merge branch 'too_many_wads_in_netgames' into 'next' · 0bb4e76e
      Monster Iestyn authored
      A bunch of bugfixes about too many wads in netgames
      
      Fixes:
      * Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
      * Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
      * Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.
      
      Done into next because I might as well be 100% safe, even though this could probably work on master as well.
      
      See merge request !187
      0bb4e76e
    • Monster Iestyn's avatar
      Merge branch 'missiles_n_slopes' into 'next' · 1699d8a0
      Monster Iestyn authored
      Missiles 'n slopes
      
      Fixed that thing where missiles like sliding up slopes for some reason.
      
      This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.
      
      See merge request !181
      1699d8a0
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