- Jul 19, 2017
-
-
Monster Iestyn authored
Fixes for Each Time and P_IsObjectOnGroundIn Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818 Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough. See merge request !204
-
- Jul 17, 2017
-
-
Monster Iestyn authored
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
-
Monster Iestyn authored
-
- Jul 09, 2017
-
-
Monster Iestyn authored
-
Monster Iestyn authored
-
- Jul 07, 2017
-
-
Monster Iestyn authored
-
Monster Iestyn authored
Pwease no kicky Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early. This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames. See merge request !201
-
Monster Iestyn authored
*Add CONS_Printf messages for !netgame checks *Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason? *Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
-
Monster Iestyn authored
Single Player/Coop tally screen fixes * The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480: How it should be:  How it displays in 2.1.19:  How it displays in an exe with the fix:  * The time display at the tally screen no longer limits the minute number to between 0 and 59. How a time > 60 mins displays normally just before finishing the level:  How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):  See merge request !202
-
- Jul 05, 2017
-
-
Monster Iestyn authored
-
Monster Iestyn authored
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
-
Monster Iestyn authored
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
-
toaster authored
-
toaster authored
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
-
- Jul 03, 2017
-
-
Monster Iestyn authored
Lua archive value fix This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me. See merge request !200
-
Monster Iestyn authored
No more jumping springs FOR REAL! The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances. Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch. Test with ```<root>/toaster/srb2springsagain.exe``` and ```<root>/DrTapeworm/springtest.wad```, via Mystic's secret server that [SOME jerk](https://www.youtube.com/watch?v=TRjXE_ZMT2s) keeps leaking from. See merge request !199
-
- Jul 02, 2017
-
-
Monster Iestyn authored
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
-
toaster authored
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances. Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
-
- Jun 22, 2017
-
-
Alam Ed Arias authored
-
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
-
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
-
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
-
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
-
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
-
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
-
- Jun 20, 2017
-
-
Monster Iestyn authored
-
Monster Iestyn authored
-
- Jun 19, 2017
-
-
Alam Ed Arias authored
-
- Jun 18, 2017
-
-
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
-
- Jun 17, 2017
-
-
Monster Iestyn authored
This is probably a leftover from how scaling worked in v2.0 I take it
-
- Jun 09, 2017
-
-
Monster Iestyn authored
-
- Jun 07, 2017
-
-
Monster Iestyn authored
Had to make P_MobjReadyToTrigger non-inline for this fix though, because the compiler was being stupid
-
- Jun 04, 2017
-
-
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
-
- Jun 03, 2017
-
-
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).
-
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
-
- Jun 01, 2017
-
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
-
- May 30, 2017
-
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-