- Jun 10, 2015
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Yukita Mayako authored
I can't just say screw it and include the full doomtype.h here (windows.h conflict?) so a small hack here will have to do. :I
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Yukita Mayako authored
This _should_ solve some significant performance issues Lua experiences. If not, I will be very upset for having wasted so much time and effort. There will be bugs, this kind of thing needs to be thuroughly tested and this is just the first iteration of it.
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- May 22, 2015
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Yukita Mayako authored
tmthing must not be set outside of P_MapStart and P_MapEnd or the game will fail a sanity check which ensures that mobj references are not persistent across frames and crash.
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Yukita Mayako authored
This reverts commit 6ee50e80.
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- May 21, 2015
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Yukita Mayako authored
This fixes a crash if a script tries to use a MapLoad hook to immediately edit the map in some way the moment it finishes loading.
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Yukita Mayako authored
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Yukita Mayako authored
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead of using a full UINT32. Lua only has one number type, so signedness gets in the way of using angle_t directly. This handling of angles matches up with how ZDoom ACS scripting and the like does it. I also changed all the integer casts and pushes of fixed_t to their own macro in preperation for possible future seperation.
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- May 20, 2015
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Yukita Mayako authored
EvalMath is for SOC only. It spawns an entirely seperate instance of Lua and requires uppercase-only strings, and it's ability to parse strings to enums is redundant to Lua's _G table (try using _G["MT_BLUECRAWLA"] for instance)
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Yukita Mayako authored
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- Apr 15, 2015
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Eidolon authored
Actual blockmap fix MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14). See merge request !10
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Eidolon authored
Polyobject more fixes Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there. See merge request !8
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Eidolon authored
Polyobject scroll hotfix Things fixed: * Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before) * The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to) See merge request !6
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- Apr 09, 2015
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RedEnchilada authored
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RedEnchilada authored
This reverts commit 9e306394. Sorry MI, but this completely breaks large maps like AGZ.
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- Apr 08, 2015
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wolfs authored
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- Apr 06, 2015
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RedEnchilada authored
Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
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RedEnchilada authored
Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks
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- Apr 02, 2015
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RedEnchilada authored
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- Apr 01, 2015
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RedEnchilada authored
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RedEnchilada authored
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Alam Ed Arias authored
All commits that was in private that are not SRB2 2.2 had moved to public's next
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- Mar 31, 2015
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... (It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3- git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous. git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity. git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Alam Ed Arias authored
running is another story Author: Ronald Kinard <furyhunter600@gmail.com> Date: Wed Jan 28 02:09:03 2015 -0600 git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9013 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag! git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9006 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in. git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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