- Oct 21, 2015
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Monster Iestyn authored
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Monster Iestyn authored
From what I can tell, correcting this one value in finetangent[] shouldn't cause any harm at all, so...
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- Oct 12, 2015
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Monster Iestyn authored
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
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- Oct 11, 2015
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Monster Iestyn authored
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
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Monster Iestyn authored
Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit. It helps make P_UpdateSpecials less messy-looking anyway.
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Monster Iestyn authored
Actually uses 0 and 65536 now! (and also INT32_MIN)
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- Oct 10, 2015
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Monster Iestyn authored
Fix up lib_finetangent so tan() returns values starting from "0" in Lua (finetangent itself hasn't been touched) Also fixed how the function went out of the array's bounds for ANGLE_180 and above (or negative angles)
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Monster Iestyn authored
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Alam Ed Arias authored
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Monster Iestyn authored
Compiling errors fixed in this commit: * Various cases of mixed declaration and statement code * Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places) * an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT * a few minor cases of bad unsigned-signed comparisons * no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
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- Sep 27, 2015
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Alam Ed Arias authored
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- Sep 26, 2015
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- Sep 24, 2015
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RedEnchilada authored
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- Sep 03, 2015
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Alam Ed Arias authored
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Alam Ed Arias authored
Slopes and stuff Adds support for slopes, slopes on FOFs, slopes on translucent FOFs, slopes on FOFs with holes in the flat, slope physics, dynamic slopes, vertex slopes, dynamic vertex slopes, and a ham sandwich to the game. Only for software mode right now, though. (OGL still gets the physics and the sandwich.) Some things still need to be done, but for now this can be merged in to be finished later. Please make sure nothing in the vanilla game breaks before giving the thumbs up for this merge. Since this doesn't merge automatically, if the code review turns out positive and nobody else has done it, I'll handle the merging. See merge request !22
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Alam Ed Arias authored
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Alam Ed Arias authored
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Yukita Mayako authored
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- Sep 02, 2015
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Alam Ed Arias authored
F key menu hotfix Fixes the issues shown here: https://mb.srb2.org/showthread.php?t=40754 See merge request !23
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Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown
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- Sep 01, 2015
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Monster Iestyn authored
Add M_Options(0); to F4/F5/F7 code to prevent them going to Main Menu instead of SP/MP pause menus when the latter should be shown
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- Aug 25, 2015
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RedEnchilada authored
To be specific: when a sector had a sloped ceiling and a colormap was placed above it, the colormap wouldn't fill anything above where the ceiling height is at the sector's midpoint. This is fixed.
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- Aug 22, 2015
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Yukita Mayako authored
Oops. (Minor animation bugfix I forgot.) Apparently I pushed this one commit to GitHub instead of SRB2Internal before the branch was merged... Oops. See merge request !8
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Yukita Mayako authored
Conflicts: src/p_map.c - Automatically resolved by mergetool
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Aug 21, 2015
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RedEnchilada authored
(she helped port important drawing code!)
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- Aug 15, 2015
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Alam Ed Arias authored
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Alam Ed Arias authored
Tag and H&S fix Do I need to explain again? Tag and Hide & Seek got each other's suicide behavior by mistake, which this branch fixes of course. See merge request !21
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Monster Iestyn authored
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- Aug 14, 2015
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Alam Ed Arias authored
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Alam Ed Arias authored
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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
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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
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Monster Iestyn authored
Polyobj setup fixes If you're wondering why ERZ2 crashes lately, yes, it's my fault once again it turns out! Ideally we shouldn't have loose spawn points or anchors without an actual PolyObject to go with them in the first place, but this fix re-adds the safety check that prevented them from crashing the game before. If it wasn't clear already, this fix is rather important, so please get in asap. See merge request !7
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- Aug 13, 2015
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Monster Iestyn authored
Derp, disabling Polyobj_findExplicit apparently blocked off the one thing preventing ERZ2 from crashing before (since it has rogue spawn points without actual First Lines to go with them, for whatever reason)
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- Aug 04, 2015
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RedEnchilada authored
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RedEnchilada authored
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