- Jan 19, 2017
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Monster Iestyn authored
# Conflicts: # src/d_clisrv.c # src/doomdef.h # src/p_map.c
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Monster Iestyn authored
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- Jan 16, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
A spike bug no more Jumping at spikes on FOFs in reverse gravity - most notably in ERZ3 - no longer teleports you downwards into the death pit beneath it. See merge request !157
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toaster authored
Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions.
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Monster Iestyn authored
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Alam Ed Arias authored
This reverts commit 6476cf3c, reversing changes made to 0186b90b.
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Inuyasha authored
Appveyor: compile with Mingw32 GCC 4.9.3 Let use an old GCC to compile SRB2 See merge request !112
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Inuyasha authored
Last few changes for 2.1.17 what it says on the tin * Updated version number * Added LJSonic to credits (and changed how I look in the credits to be less stupid) * fixed resynching players seeing the host turn into a spectator for no reason See merge request !155
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Inuyasha authored
Otherwise we can't force updates!
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- Jan 15, 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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Monster Iestyn authored
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- Jan 14, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Netcode shit
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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Alam Arias authored
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- Jan 13, 2017
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Monster Iestyn authored
Lua additions Thought I'd may as well make a merge request so I can remind people of all the various Lua-related changes here (and because it's about time some of them got in): * Added `P_PointOnLineSide(x, y, line)`. Allows you to quickly determine which side of a line faces the point. *line* can be a real line_t or a custom defined line (just like with P_ClosestPointOnLine). * Added seg_t and node_t support to Lua (note: these are disabled for now, due to complications with OpenGL that we all know something of by now. Bit of a shame really :( ) - of note is node.children and node.bbox: * node.children[] is an array that takes 0 or 1 as indexes (or "right" and "left", alternatively) * node.bbox(child,bboxcoord) is a two-arg function: child can be 0 or 1 (or "right" and "left", alternatively), bbox coord can be 0,1,2 or 3 (or "top", "bottom", "left" and "right", alternatively) * aside from the above, segs[] and nodes[] store the segs/nodes of the current map; segs.iterate and nodes.iterate iterates through segs/nodes * NF_SUBSECTOR is also available for usage with node.children * You can now get the palette indexes (i.e. colormap[n]) of colormap userdata from `v.getColormap`, where n is a palette index number between 0 and 255. Useful for finding out which palette colors turned into what, if they changed at all * ffloor_t userdata can now save to and be read from $$$.sav in netgames properly; this means custom mobj/player variables and NetVars can both send/recieve them directly if you wanted * **IMPORTANT** Blockmap search library! (with a new file: lua_blockmaplib.c) * Format of iteration function: `searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])`. Returns true if search was uninteruppted, false if the iteration function returned true at any point * *searchtype* can be either "objects" or "lines", for looking for mobj_t and line_t stuff in the blockmap respectively * *function* is a function of your choice to iterate with: (sorry I can't get the next two bullets to be one indent further to the side) - format of function needed: `funcname(mobj, foundmobj)` or `funcname(mobj, foundline)` (for searching for objects and lines, respectively) - return value of *function* affects searching somewhat: nil doesn't change searching, false ends searching in a block (but doesn't stop searching, it just moves onto the next), and true ends the full search. Both returning true or false ultimately makes `searchBlockmap` return false. * *mobj* is the reference mobj that you're checking around (if you don't supply x/y ranges to search in, it defaults to checking within the mobj's radius in both axes). If *mobj* was removed mid-search the search stops and `searchBlockmap` returns false * (optional) *x1, x2, y1, y2* are coordinates on the map to search the blockmap between, if given See merge request !54
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LJ Sonic authored
*takes the cookie*
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Alam Ed Arias authored
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LJ Sonic authored
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
-Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size -If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded -Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases -File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic -The reason is now properly shown when the server refuses connection -Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1) -Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
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- Jan 12, 2017
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Alam Ed Arias authored
CMake: Fix nasm Linux builds When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files. This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile. After this change, binaries are successfully compiled with either nasm or yasm on Linux systems. Tested on Ubuntu. See merge request !153
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Monster Iestyn authored
Added transmaps to non modifying lump list.
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- Jan 11, 2017
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Alam Arias authored
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Tasos Sahanidis authored
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Monster Iestyn authored
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Monster Iestyn authored
CMake: split inline ASM code from vid_copy.s code See merge request !151
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frozenLake authored
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Tasos Sahanidis authored
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- Jan 09, 2017
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frozenLake authored
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- Jan 08, 2017
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Monster Iestyn authored
Hardcoded VAda Flickies Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P * Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier. * Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to: * A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now) * Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST") * A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken") * "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game) * "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history. * "None" - prevents any flickies from spawning. "Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all. Of note, a bunch of functions are now created: * A_FlickySpawn - spawns flicky. * A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall * A_FlickyFly - flies/swims around target (calls A_FlickyAim) * A_FlickySoar - hacky alternate fly (calls A_FlickyAim) * A_FlickyCoast - slowing down before going off again * A_FlickyHop - fracunit-scale precision for A_BunnyHop * A_FlickyFlounder - A_FlickyHop with randomisation * A_FlickyCheck - State-setter for falling, or being on-ground * A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target * A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim) I don't need to enumerate the object types and states that have been added, do I? Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate. IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option. See merge request !60
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Monster Iestyn authored
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Monster Iestyn authored
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