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  1. 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
  2. Jun 18, 2015
    • Alam Ed Arias's avatar
      Merge remote-tracking branch 'public/lua-32bit-changes' into next · ac5c8f10
      Alam Ed Arias authored
      Conflicts:
      	src/lua_mobjlib.c
      ac5c8f10
    • Alam Ed Arias's avatar
      c4235471
    • wolfs's avatar
      Have super sparks scale with the player · 48d75912
      wolfs authored and Alam Ed Arias's avatar Alam Ed Arias committed
      Fixes https://mb.srb2.org/showthread.php?t=40279
      
      Should work fine, but do keep in mind that this fix is untested.
      48d75912
    • Alam Ed Arias's avatar
      Merge branch 'goop-dampen' into 'next' · c4ac9643
      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
      c4ac9643
    • Alam Ed Arias's avatar
      Merge branch 'trigonometry-fix' into 'next' · 904c3c22
      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
      904c3c22
    • Alam Ed Arias's avatar
      Merge branch 'idk-what-to-call-this-branch' into 'next' · b2e330d6
      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
      b2e330d6
    • Alam Ed Arias's avatar
      whitespace fixup · f0054be9
      Alam Ed Arias authored
      f0054be9
    • Alam Ed Arias's avatar
      Merge branch 'hotfix-pltz' into 'next' · a03fc205
      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
      a03fc205
    • Alam Ed Arias's avatar
      Merge branch 'misc-fixes-tomerge' into 'next' · f7747f43
      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
      f7747f43
  3. Jun 17, 2015
  4. Jun 13, 2015
  5. Jun 10, 2015
  6. Jun 09, 2015
  7. 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
  8. May 29, 2015
  9. May 22, 2015
  10. May 21, 2015
  11. May 20, 2015
  12. Apr 17, 2015
  13. Apr 15, 2015
    • Eidolon's avatar
      Merge branch 'actual-blockmap-fix' into 'next' · f7c46341
      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
      f7c46341
    • Eidolon's avatar
      Merge branch 'serverfix' into 'next' · 420c90fb
      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
      420c90fb
    • Eidolon's avatar
      Merge branch 'polyobject-more-fixes' into 'next' · 63089c88
      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
      63089c88
    • Eidolon's avatar
      Merge branch 'polyobject-scroll-hotfix' into 'next' · 3d59e337
      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
      3d59e337
  14. Apr 09, 2015
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