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  1. Jun 19, 2016
  2. Jun 18, 2016
    • Inuyasha's avatar
      Merge branch 'sectorlist_traversal' into 'next' · 8fc61bb6
      Inuyasha authored
      Sectorlist traversal
      
      MOM GET THE CAMERA
      
      There's a LOT of code in the source that ended up mixing m_snext (the node for the next thing in the sector's thinglist) and m_tnext (the node for the next sector in the thing's sectorlist), so I renamed the following:
      
      * m_snext ==> m_thinglist_next
      * m_sprev ==> m_thinglist_prev
      * m_tnext ==> m_sectorlist_next
      * m_tprev ==> m_sectorlist_prev
      
      Then, I changed all the instances where the code was trying to go m_thinglist_next on a mobj's touching_sectorlist (which would've just gone to the node for the next thing in the same sector, instead of the node for the next sector for the same thing). Notable samples:
      
      * FF_SHATTER blocks now disappear the moment you go into their sector. You still can't give FF_SOLID to them because in that case they will still stop you if you never enter their sector at all (ie - clip on corners), but having them nonsolid no longer allows you to phase through entirely without busting them (which was the whole downside of making them intangible in the first place).
      * You can now bump into multiple Mario blocks at a time, even if you're not exclusively in their sector.
      * No more getting randomly stopped on the edges of bouncy FOFs.
      * Landing on polyobjects might behave a little more consistently at the edge of their host sector.
      * Teetering did a SHITTON of code that basically never got executed, and then had directly-blockmap-accessing code as a backup. The code was activatable by replacing the m_thinglist_next with m_sectorlist_next, but it behaved SUPER differently from what we're used to with teetering (if the player mobj's edge was JUST off the edge of a platform, you ended up in teetering frames - even if it looked like you could stand) so I ended up removing that section entirely.
      
      Any objections?
      
      See merge request !85
      8fc61bb6
  3. Jun 17, 2016
    • Monster Iestyn's avatar
      Merge branch 'master' into next · 9e31ab13
      Monster Iestyn authored
      9e31ab13
    • Inuyasha's avatar
      Merge branch 'other-software-fixes' into 'master' · 307129f7
      Inuyasha authored
      Some other software fixes/changes
      
      Some other software fixes/changes I've made
      
      * Change 1: single-sided linedef midtextures (read: not double-sided linedefs, but single-sided) now don't skew if Effect 2 is checked. Before, there wasn't any ability for software to disable skewing for them. =V
      * Change 2: PolyObject back side midtextures now return to being where they should be. Had to make a hack to fix this though.
      
      See merge request !86
      307129f7
    • Inuyasha's avatar
      Merge branch 'setup-fixes' into 'next' · ee180807
      Inuyasha authored
      Fixes and changes related to the act of setting up a level (in other words, setup fixes)
      
      Changes made in this branch so far:
      * a REJECT lump of zero length (NOT to be confused with a REJECT lump of non-zero length with all-zeros, just to clarify) should no longer cause problems with netgames and otherwise. The game now checks if the lump exists, has the right name, and length is not zero - if it fails any of these, the REJECT lump is not loaded and P_CheckSight won't be allowed to use it. This means ZDBSP (no reject) should be safe(r) to use now!
      * there's now a simple devmode-only message (requires "Setup" mode) if a sector is found to have no lines at all during setup. It's a far cry from the plot to I_Error the game I once had for that unsusal scenario, but such a level still works anyway so whatever.
      
      See merge request !87
      ee180807
    • Inuyasha's avatar
      Merge branch 'reverseplatform_clipping' into 'next' · 191a4bc7
      Inuyasha authored
      FF_REVERSEPLATFORM clipping
      
      Ran into an issue whilst testing out one last feature (there's always one more...) for flat_alignment_revamp. This is a backported fix.
      
      The bug was such that if you're falling through a platform with FF_REVERSEPLATFORM and not FF_PLATFORM, you'll be pushed downwards such that your head is against the bottom of the FOF. This just checks momz is greater than zero if it has FF_REVERSEPLATFORM to make sure it's okay to set ceilingz. (OR the alternative in reverse gravity.)
      
      No test map because this was originally done for internal. Instead, test it on the other branch's test map.
      
      See merge request !83
      191a4bc7
  4. Jun 13, 2016
  5. Jun 12, 2016
  6. Jun 11, 2016
  7. Jun 09, 2016
    • Monster Iestyn's avatar
      Hack to fix midtextures for polyobjects being mucked up · a04fcce3
      Monster Iestyn authored
      "frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
      a04fcce3
    • Monster Iestyn's avatar
      Fix single side line midtexture skewing · 20c2d84c
      Monster Iestyn authored
      Red apparently left in code for single-sided linedefs to NOT skew their midtextures ...but it doesn't work because it doesn't stop the skewing code from running instead, regardless of whether Effect 1 is on or not. If it's decided single-sided line midtextures shouldn't do this though, the non-skew code could just as well be thrown out lol (or something else I guess?)
      20c2d84c
    • toaster's avatar
      Everywhere in the code that was doing things wrong has been changed. · 7af14c20
      toaster authored
      Two interesting points of note:
      * The touchspecial sector flag seems to actually do its job now.
      * Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
      * There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
      7af14c20
    • toaster's avatar
      Renamed some struct variables so the problem this branch sets out to fix is... · 17e0adcb
      toaster authored
      Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
      
      * m_snext ==> m_thinglist_next
      * m_sprev ==> m_thinglist_prev
      * m_tnext ==> m_sectorlist_next
      * m_tprev ==> m_sectorlist_prev
      17e0adcb
  8. Jun 08, 2016
  9. Jun 06, 2016
  10. Jun 05, 2016
  11. Jun 04, 2016
  12. Jun 02, 2016
  13. Jun 01, 2016
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