- Mar 30, 2020
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Monster Iestyn authored
use ATTRINLINE rather than inline to match some of the other functions in this file, though I'm told modern compilers ignore inlining info as they actually decide themselves now (though I could pretend we still support the older ones lol)
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Monster Iestyn authored
Turn the fixed-float convert macros into inline functions, like those in GZDoom. The old macros get to be just the same as calling these inline functions.
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- Mar 22, 2020
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MascaraSnake authored
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MascaraSnake authored
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- Mar 21, 2020
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MascaraSnake authored
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MascaraSnake authored
Updates and fixes for the ZB config See merge request !859
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MascaraSnake authored
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LJ Sonic authored
Skip empty gametypes in level select menu See merge request STJr/SRB2!819
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MascaraSnake authored
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MascaraSnake authored
Remove the multi-file ZB configs. We're stick with the single-file config for ZB and doing all the UDMF stuff in UDB
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- Mar 19, 2020
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fickleheart authored
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fickleheart authored
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- Mar 18, 2020
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- Mar 15, 2020
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Monster Iestyn authored
Skins refactor See merge request STJr/SRB2!843
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- Mar 09, 2020
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Monster Iestyn authored
Archive sprite2 Hotfix See merge request !845
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Monster Iestyn authored
One line fix: don't assume 0 (aka SPR2_STND) is the default value for sprite2, but rather what the state sets for it This fixes some issues with a custom character tested during netplay, which did not have SPR2_WAIT sprites and therefore fell back to SPR2_STND sprites. Unfortunately, the fact they used SPR2_STND instead meant the sprite2 was not synced at all!
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Monster Iestyn authored
(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
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- Mar 08, 2020
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Monster Iestyn authored
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Monster Iestyn authored
Set the "spritename" variable within R_AddSingleSpriteDef rather than externally to it, since R_InstallSpriteLump is the only place it gets used anyway This way we don't have to make it some extern in order for r_skins.c to use it
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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colette authored
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SteelT authored
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SteelT authored
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- Mar 04, 2020
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Zwip-Zwap Zapony authored
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Zwip-Zwap Zapony authored
It makes more sense for 100% deadzone to just make it so that you have to push the axis all the way to trigger it, rather than 100% deadzone resulting in no axis input ever happening... So, let's make it be the former way instead
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Zwip-Zwap Zapony authored
Fix division-by-0 crash with gamepad deadzones The problem was that it checked if A was more than B, then lowered A to a max value, then subtracted B from A, then divided something by that, without checking if A minus B was 0, allowing division by 0 if B was the same as that max value This fixes that by making sure that A is less than the max value
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Lactozilla authored
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- Mar 02, 2020
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SteelT authored
Fix -OGLlib See merge request STJr/SRB2!794
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sphere authored
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- Feb 29, 2020
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Lactozilla authored
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- Feb 28, 2020
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Lactozilla authored
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