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  1. Aug 22, 2015
  2. Aug 21, 2015
  3. Aug 15, 2015
  4. Aug 14, 2015
    • Alam Ed Arias's avatar
      Merge branch 'pointtoangle-fix' into 'next' · 79ecbc40
      Alam Ed Arias authored
      Tweaks to R_PointToAngle and R_PointToAngle2
      
      Exactly what it says in the title! See commit description for more information on what I did, since I'm too lazy to write it all up a second time. =P
      
      Could someone check that these changes don't cause anything else in particular to go wrong in the game or source code? I haven't checked myself that much yet, mostly because I totally forgot about this thing until now, lol.
      
      See merge request !19
      79ecbc40
    • Alam Ed Arias's avatar
      Merge branch 'spring-fixes' into 'next' · 8f8fbf0c
      Alam Ed Arias authored
      Spring fixes
      
      Remember how a while back I fixed things like being stuck under a spring after jumping from below? Or how you could touch multiple springs at the same time and subsequently cause a loud racket? I accidentally broke something else in the process it turns out! (this sounds familiar...)
      
      Namely, diagonal springs can't send you to their centers anymore, because of several changes I made to player-spring collision towards the other issues. This branch fixes that particular issue, while making sure none of the old bugs were broken again. Took a lot of testing to make sure of this.
      
      As a bonus, the P_DoSpring function returns a boolean now, which can be used by Lua for whatever: true = you touched spring; false = you didn't
      
      See merge request !20
      8f8fbf0c
  5. Aug 04, 2015
  6. Aug 03, 2015
  7. Jul 28, 2015
  8. Jun 21, 2015
    • Monster Iestyn's avatar
      Removed all "-1"s from R_PointToAngle and R_PointToAngle2, in order to allow... · 61388459
      Monster Iestyn authored
      Removed all "-1"s from R_PointToAngle and R_PointToAngle2, in order to allow ALL basic compass directions at the least to be given the right angle by these functions.
      
      Note: Before this change, North and West directions would be returned as ANGLE_90-1 and ANGLE_180-1. This caused the pusher polyobjects in THZ2 to slowly move sideways as a side-effect (and probably caused similar bugs in the past too, these functions have barely been touched in a decade it turns out.)
      61388459
  9. Jun 18, 2015
  10. Jun 17, 2015
  11. Jun 13, 2015
  12. Jun 10, 2015
  13. Jun 09, 2015
  14. May 31, 2015
    • Monster Iestyn's avatar
      tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker,... · b88600da
      Monster Iestyn authored
      tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such.
      
      This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
      b88600da
  15. May 29, 2015
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