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  1. Aug 15, 2015
  2. Aug 14, 2015
    • Alam Ed Arias's avatar
      Merge branch 'pointtoangle-fix' into 'next' · 79ecbc40
      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
      79ecbc40
    • Alam Ed Arias's avatar
      Merge branch 'spring-fixes' into 'next' · 8f8fbf0c
      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
      8f8fbf0c
  3. Jul 28, 2015
  4. 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
  5. Jun 18, 2015
  6. Jun 17, 2015
  7. Jun 13, 2015
  8. Jun 10, 2015
  9. Jun 09, 2015
  10. 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
  11. May 29, 2015
  12. May 22, 2015
  13. May 21, 2015
  14. May 20, 2015
  15. Apr 17, 2015
  16. 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
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