- Jun 18, 2015
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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
finesine[0] == 0 now. This naturally fixes a bunch of math fudging. No ill effects have been observed so far.
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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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- 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
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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RedEnchilada authored
This reverts commit 9e306394. Sorry MI, but this completely breaks large maps like AGZ.
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- Apr 08, 2015
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wolfs authored
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- Apr 06, 2015
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RedEnchilada authored
Extra tiny logic fixes; swinging chains are smoother, and polyobjects can follow single-waypoint sequences
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RedEnchilada authored
Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks
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- Apr 04, 2015
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Yukita Mayako authored
This will prevent the goo from maintaining momentum for too long, and shorten the amount of time before you stabilize on the surface.
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Yukita Mayako authored
Now it will only bounce ONCE when you jump on it, and Knuckles just barely gets enough velocity out of his jump for even that. This will leave players vulnerable and annoyed for a lot less time while they wait to finish bouncing.
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- Apr 02, 2015
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RedEnchilada authored
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- Apr 01, 2015
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RedEnchilada authored
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RedEnchilada authored
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Alam Ed Arias authored
All commits that was in private that are not SRB2 2.2 had moved to public's next
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- Mar 31, 2015
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... (It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3- git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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