- Jun 21, 2015
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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.)
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- Jun 18, 2015
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Alam Ed Arias authored
Conflicts: src/lua_mobjlib.c
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Alam Ed Arias authored
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Fixes https://mb.srb2.org/showthread.php?t=40279 Should work fine, but do keep in mind that this fix is untested.
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Alam Ed Arias authored
Goo Water (THZ Goop) adjustements At Nev3r's request: Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold. The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly. See merge request !7
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Alam Ed Arias authored
finesine table I pasted in finesine from #11 and made a merge request. This has been lightly tested to ensure the renderer doesn't immediately break. No ill effects have been observed so far. See merge request !17
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Alam Ed Arias authored
A_SetObjectFlags tweak Only reset the sector/blockmap links on an object calling A_SetObjectFlags if the MF_NOSECTOR|MF_NOBLOCKMAP flags change. Fixes a freeze related to LD442 demonstrated in MascaraSnake's example WAD at https://dl.dropboxusercontent.com/u/27962790/statetest.wad . See merge request !11
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Alam Ed Arias authored
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Alam Ed Arias authored
Re-add/fix broken platform momz mobj code. The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing. Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv) See merge request !14
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Alam Ed Arias authored
Miscellanous fixes to merge These are the commits from the "miscellanous-fixes" branch that are okay to merge in. Bugs fixed include the following: * CTF flags respawning incorrectly: they cannot z position themselves correctly, and they cannot flip themselves. * The weird "jumping" spring/monitor effect: this is the result of an internal mobj_t pointer (tmfloorthing, specifically) not resetting itself to NULL for the next object's thinker, resulting in Z movement code thrusting the object vertically at tmfloorthing->momz. See merge request !18
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- Jun 17, 2015
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Alam Arias authored
Make sure "word" in readlevelheader gets reset
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- Jun 13, 2015
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Inuyasha authored
... because some things (Lua. custom header entries) move it. https://mb.srb2.org/showthread.php?t=40580 (Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
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- Jun 10, 2015
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Yukita Mayako authored
That's supposed to be run once a frame, not once per hook per mobj per frame you moron. If you just run it seven thousand times a frame, of course your framerate will drop.
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Yukita Mayako authored
finesine[0] == 0 now. This naturally fixes a bunch of math fudging. No ill effects have been observed so far.
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Yukita Mayako authored
Stupid JTE.
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Yukita Mayako authored
Dummy, what do you think you're doing? If you just push mobjs and players into Lua all willy- nilly everywhere, you'll wind up generating tons of metatables and stuff you arne't even gonna use! Oh. Thanks me, I'm really smart.
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Yukita Mayako authored
I can't just say screw it and include the full doomtype.h here (windows.h conflict?) so a small hack here will have to do. :I
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Yukita Mayako authored
This _should_ solve some significant performance issues Lua experiences. If not, I will be very upset for having wasted so much time and effort. There will be bugs, this kind of thing needs to be thuroughly tested and this is just the first iteration of it.
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- Jun 09, 2015
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Yukita Mayako authored
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Yukita Mayako authored
Conflicts: src/dehacked.c src/p_mobj.h
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Yukita Mayako authored
Assume that every frame the player is on the ground, their pmomz will be re-set properly if the floor is moving, therefore if the platform STOPS, we need this to set it to 0.
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- May 31, 2015
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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)
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- May 29, 2015
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Yukita Mayako authored
This partially reverts commit a1c67e7e.
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Yukita Mayako authored
Here's how it works: When a player walks off the moving platform, it applies their pmomz once, and then _keeps pmomz set_ so that the camera still adds pmomz to its movements until they hit another floor. This way, the camera doesn't jerk around.
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Monster Iestyn authored
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Yukita Mayako authored
Also gain velocity from walking off an "up" elevator normally? This _looks_ incorrect because the camera stops matching the platform movement the moment you step off, but I assure you it is a correct and accurate movement. (Try it with chasecam off.)
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Yukita Mayako authored
Now players will apply platform movement when jumping, but only if the platform is moving the same direction as their jump is, and all other objects will have an appropriate pmomz in reverse gravity FOF situations.
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- May 22, 2015
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Yukita Mayako authored
tmthing must not be set outside of P_MapStart and P_MapEnd or the game will fail a sanity check which ensures that mobj references are not persistent across frames and crash.
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Yukita Mayako authored
This reverts commit 6ee50e80.
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- May 21, 2015
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Yukita Mayako authored
This fixes a crash if a script tries to use a MapLoad hook to immediately edit the map in some way the moment it finishes loading.
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Yukita Mayako authored
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Yukita Mayako authored
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead of using a full UINT32. Lua only has one number type, so signedness gets in the way of using angle_t directly. This handling of angles matches up with how ZDoom ACS scripting and the like does it. I also changed all the integer casts and pushes of fixed_t to their own macro in preperation for possible future seperation.
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- May 20, 2015
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Yukita Mayako authored
EvalMath is for SOC only. It spawns an entirely seperate instance of Lua and requires uppercase-only strings, and it's ability to parse strings to enums is redundant to Lua's _G table (try using _G["MT_BLUECRAWLA"] for instance)
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Yukita Mayako authored
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- Apr 17, 2015
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RedEnchilada authored
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- Apr 15, 2015
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Eidolon authored
Actual blockmap fix MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14). See merge request !10
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Eidolon authored
Re-fix the server global variable in Lua I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended. See merge request !9
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Eidolon authored
Polyobject more fixes Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there. See merge request !8
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Eidolon authored
Polyobject scroll hotfix Things fixed: * Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before) * The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to) See merge request !6
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- Apr 09, 2015
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RedEnchilada authored
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