- Jun 22, 2017
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Alam Ed Arias authored
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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
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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
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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
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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
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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
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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
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- Jun 20, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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- Jun 19, 2017
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Alam Ed Arias authored
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- Jun 18, 2017
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Monster Iestyn authored
Record Attack ghosts scale fix This fixes how changes to the player's scale are recorded in Record Attack demos, so ghosts of your demos don't disappear when they attempt to change to scales >= FRACUNIT (if they didn't change scales at all they were unaffected). Have some gifs for comparison: * A demo recorded without the fix: https://dl.dropboxusercontent.com/s/tk9x8nptzhw7yb1/srb20106.gif * A demo recorded with the fix: https://dl.dropboxusercontent.com/s/b4h4iuiwbh0voos/srb20107.gif See merge request !197
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- Jun 17, 2017
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Monster Iestyn authored
This is probably a leftover from how scaling worked in v2.0 I take it
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- Jun 09, 2017
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Monster Iestyn authored
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- Jun 07, 2017
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Monster Iestyn authored
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
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- Jun 04, 2017
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Monster Iestyn authored
Fix for screenshots taken in OpenGL with resolution 1366x768 Fix for this bug: https://mb.srb2.org/showthread.php?t=39882 (also reported here: https://mb.srb2.org/showthread.php?p=793077#10) This is basically porting GZDoom's own fix for the same issue (I stumbled on a Zandronum thread about the same issue from google images, and one user mentioned GZDoom had fixed it): https://github.com/doomtech/gzdoom/commit/d31a0b77fd19dae611166265acabe666c7ab1c59 See merge request !192
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- Jun 03, 2017
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Monster Iestyn authored
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
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Monster Iestyn authored
wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord) Don't worry I'm not going mad, this is actually how it's supposed to be
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- Jun 01, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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- May 30, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 29, 2017
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Monster Iestyn authored
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
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- May 28, 2017
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Alam Arias authored
Hotfix: Lua thinkers.iterate
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Yukita Mayako authored
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Alam Ed Arias authored
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Monster Iestyn authored
Update to v2.1.19 It should says what on the tin. See merge request !190
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- May 27, 2017
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Yukita Mayako authored
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Monster Iestyn authored
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Monster Iestyn authored
Ignore askinfoviams Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself) See merge request !191
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Yukita Mayako authored
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Monster Iestyn authored
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Monster Iestyn authored
Disable gettext Disable Gettext support for Mingw32 builds See merge request !154
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Alam Ed Arias authored
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- May 26, 2017
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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
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
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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
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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
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