- Apr 02, 2018
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toaster authored
* Revamp mace creation again to potentially serve as the foundation for further optimisation (and also not rely on a while (1) loop, which easily went wrong several times whilst I was making changes to it). * Fix minor typoes and other small tweaks in the P_MaceRotate function, which I'm probably about to rewrite again anyways...
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toaster authored
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toaster authored
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER! * Reimplement the maceretry solidity stuff (effect 4). * Flip the mminlength stuff so that existing dev maps don't break badly. * Fix hacky chainbar grabbing. * Tweak height of tinychain a smidge.
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- Apr 01, 2018
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toaster authored
* Fix ability to turn chains (still disabled by default, just at least want the option...) * Replace max speed setting with a "minimum chainlink distance" setting - if greater than zero, that many chains will not be spawned from the center outwards. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
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toaster authored
* Handle all chain objects as a hnext/hprev chain. * When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet). * Fix hidden slings, which I accidentially broke when I revamped maces the first time. * Kill MF2_MACEROTATE. Not needed for anything anymore. * P_MaceRotate now available to Lua to make up for it. * Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
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- Mar 04, 2018
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Monster Iestyn authored
Zoning out See merge request STJr/SRB2Internal!133
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Monster Iestyn authored
# Conflicts: # src/sdl/i_system.c
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Monster Iestyn authored
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Monster Iestyn authored
Linux limbo See merge request !228
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Monster Iestyn authored
SOC sanitizing See merge request !227
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Monster Iestyn authored
Console key breakfast See merge request !226
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- Feb 23, 2018
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Monster Iestyn authored
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Monster Iestyn authored
Turns out compiling for Linux 32-bit using the Makefiles never actually defines LINUX! Apart from that, most of the existing Linux-specific code in SRB2's source code (except for tmap.s) actually uses __linux__ instead anyway
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Monster Iestyn authored
Eat unprintable keys too, since there's no reason to feed them to G_Responder anyway when the console is open
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- Feb 21, 2018
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Monster Iestyn authored
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- Feb 20, 2018
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Monster Iestyn authored
Make CON_Responder eat Ctrl+key combos that have no effect, instead of passing the key on to G_Responder
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- Feb 16, 2018
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Monster Iestyn authored
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- Feb 15, 2018
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Monster Iestyn authored
Total reorganisation of z_zone.c/h, added doxygen-compatible comments to all functions and additional regular comments where appropriate, changed purge tag macros to an enum list
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Monster Iestyn authored
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Monster Iestyn authored
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- Feb 14, 2018
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Monster Iestyn authored
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Monster Iestyn authored
Clean up z_zone.h's function protos to look more readable like m_random.h, don't name functions with "2" if not using PARANOIA or ZDEBUG also, Z_Malloc/Calloc/Realloc are now macros of the "Align" versions, regardless of ZDEBUG or not
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Arias authored
Fix net commands not always being freed
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LJ Sonic authored
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- Feb 13, 2018
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Monster Iestyn authored
File loading cleanup See merge request STJr/SRB2Internal!129
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Monster Iestyn authored
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- Feb 09, 2018
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Monster Iestyn authored
Fix SOC/Lua loading messages to display full names or even display at all (for PK3s at least), and otherwise some cleanup of existing code for the messages. Also, I moved lua_lumploading on/offing to LUA_LoadFile.
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- Feb 08, 2018
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Monster Iestyn authored
Stop leaking names via metadata. See merge request !223
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Fix for "playdemo" not working with custom home paths See merge request !221
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Monster Iestyn authored
Hotfix for "LUA PANIC" crash when joining a netgame See merge request !222
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Monster Iestyn authored
General sky fixes See merge request STJr/SRB2Internal!132
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- Feb 07, 2018
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Monster Iestyn authored
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Monster Iestyn authored
Fixed sky-sky thok barriers showing HOM (turns out the floor and ceiling share the same plane, so I've modified the code to account for this) Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
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- Feb 03, 2018
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Monster Iestyn authored
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Monster Iestyn authored
Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
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Monster Iestyn authored
Cleanup of the code I've tweaked for skies, added SLOPEPARAMS macro to R_StoreWallRange for use in getting seg end z positions
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