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  1. Sep 04, 2016
    • wolfs's avatar
      Merge branch 'more-slope-fixes' into 'next' · 484bb953
      wolfs authored
      More slope fixes (aka sorry guys I made another quick SUGOI fix)
      
      Another slopes fix branch!
      
      This branch currently includes a fix for:
      * Knuckles gliding into a slope while in 2D mode causes him to try to "climb" on air above them, if the original non-sloped height is higher. Unfortunately he still tries to grab onto places that he can't really climb on, but at least now it's on the slope itself and not in mid-air lol. This issue is encountered in SUGOI's Retro Hill Zone, if you want to check for yourselves.
      * Bustable FOF-busting code for both players AND pushables not accounting for slopes
      * (Unrelated to slopes): Fix FF_SHATTERBOTTOM FOFs acting like THZ goop when stood on; I added this fix as a bonus because I encountered it in a test map of mine for the bustables fix
      
      (Other fixes may or may not appear here in the near future, I haven't decided yet. Don't wait on me to get in any further fixes before merging, that said)
      
      See merge request !110
      484bb953
    • wolfs's avatar
      Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next' · 58df0e76
      wolfs authored
      Last-minute NiGHTS exiting bugfix
      
      One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.
      
      * The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.
      
      See merge request !100
      58df0e76
    • wolfs's avatar
      Merge branch 'DD_netplay_off' into 'next' · bcf7ca42
      wolfs authored
      DIsable NetPlay on DirectDraw builds
      
      Also disable UPnP support on NONET builds
      
      See merge request !102
      bcf7ca42
  2. Sep 03, 2016
  3. Sep 02, 2016
  4. Sep 01, 2016
  5. Aug 28, 2016
    • Monster Iestyn's avatar
      Merge branch 'cutscene-switch-fix' into 'next' · 21aa4449
      Monster Iestyn authored
      Cutscene switch fix
      
      Yet another fix for SUGOI, lol: apparently going from a final level's post-cutscene straight to a custom credits cutscene gets the latter stuck forever in the first scene (because the game accidentally stops the cutscene responder from realising the custom credits cutscene is running). This branch of course makes a fix for that.
      
      See merge request !108
      21aa4449
    • Monster Iestyn's avatar
      Merge branch 'wall-collision-fix' into 'next' · 454b705d
      Monster Iestyn authored
      Wall collision fixes
      
      Fixes included in this branch:
      * A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
      * A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
      * A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
      * A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
      * ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/
      
      See merge request !104
      454b705d
  6. Aug 27, 2016
  7. Aug 25, 2016
  8. Aug 20, 2016
    • Monster Iestyn's avatar
      Merge branch 'fix-obj-step' into 'next' · fd5297ee
      Monster Iestyn authored
      Fix non-player objects having busted step-up/down on slopes
      
      Why the fuck did I make this a player conditional in the first place holy shit
      
      See merge request !103
      fd5297ee
    • Inuyasha's avatar
      Merge branch 'moredisabling_hudstuff' into 'next' · f3639489
      Inuyasha authored
      Allowing the disabling of Match/CTF/Miscellaneous Ringslinger HUD elements
      
      Does what it says on the tin.
      
      Requested by Lat and Speedwagon, selfishly also desired because of Thokker, open and shut. If 2.1.16 is delayed, might as well get some goodwill-raising zero-effort stuff in there.
      
      See merge request !106
      f3639489
    • Inuyasha's avatar
      If the game becomes modified during a record attack run, end it · 44df9358
      Inuyasha authored
      RA menu can be opened if the game is modified, but Start can't be selected. (Obvious reason: so scripts to display info can be used easier)
      Fixed the stupid background for messages in the Record Attack menu, it was bugging me
      44df9358
  9. Aug 18, 2016
  10. Aug 14, 2016
    • Monster Iestyn's avatar
      Fix multiple solid midtexture-related issues: · 1530183d
      Monster Iestyn authored
      * Effect 3 (Peg Midtexture) is now accounted for properly, flipping the collision box position to match the actual rendered position of the midtexture
      * Fixed incorrect application of y-offsets for non-lower unpegged midtextures collision boxes; +ve always goes up, -ve always goes down!
      * Effect 4 now doesn't make midtextures solid for polyobjects at all - this "conflicted" with First Line having both Effect 4 (visible planes) and Effect 3 (intangible) simultaneously, where we kind of expect the first line's wall to not be made solid. This may be less of a problem in future SRB2 versions, but for now solid midtextures for polyobjects are disabled.
      1530183d
    • Alam Ed Arias's avatar
    • colette's avatar
      More stepping upward fixing ugh · 55b8ef9f
      colette authored
      55b8ef9f
  11. Aug 13, 2016
  12. Aug 12, 2016
  13. Aug 11, 2016
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · fb8de61a
      Alam Ed Arias authored
      fb8de61a
    • Monster Iestyn's avatar
      Merge branch 'opengl-planes' into 'master' · c79428a1
      Monster Iestyn authored
      OpenGL planes fix
      
      This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).
      
      If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.
      
      See merge request !97
      c79428a1
    • Monster Iestyn's avatar
      Merge branch 'fof-slope-crash-fix' into 'master' · ae5844be
      Monster Iestyn authored
      Fof slope crash fix
      
      This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.
      
      Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.
      
      See merge request !96
      ae5844be
  14. Aug 08, 2016
  15. Aug 07, 2016
    • wolfs's avatar
      Merge branch 'invalid-map-name-test' into 'next' · bbb4bb8a
      wolfs authored
      -warp checking for invalid map names
      
      I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.
      
      SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.
      
      See merge request !99
      bbb4bb8a
    • wolfs's avatar
      Merge branch 'findspeciallinefromtag-fix' into 'next' · 3fcaf0b3
      wolfs authored
      P_FindSpecialLineFromTag crash fix
      
      This fixes the case where an in-level sector or FOF control sector with a tag of -1 or 65535 (seriously, who does that?) can possibly lead to a crash in this function when searching for heat linedef specials in 1st person. And also the same kind of crash any other sort of weird case where the tag number that function uses for searching is -1 or 65535, I suppose!
      
      See merge request !98
      3fcaf0b3
    • wolfs's avatar
      Merge branch 'sprite-loading-tweaks' into 'master' · 8561a6b4
      wolfs authored
      Fix R_AddSingleSpriteDef's I_Error messages
      
      Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")
      
      Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"
      
      See merge request !95
      8561a6b4
    • colette's avatar
      02d33824
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