Skip to content
Snippets Groups Projects
  1. Aug 18, 2016
  2. Aug 17, 2016
  3. Aug 16, 2016
  4. Aug 15, 2016
    • toaster's avatar
      this is shitty and glitchy but it compiles · 76e53ee3
      toaster authored
      remove all the places where i've set vis->scalestep to anything other than 0 to see something that LOOKS okay, but doesn't fulfil exactly what i want (that being a sprite that looks exactly like a midtexture)
      76e53ee3
  5. Aug 11, 2016
    • Alam Ed Arias's avatar
      Merge branch 'public_next' into master · 074dde5f
      Alam Ed Arias authored
      074dde5f
    • Alam Ed Arias's avatar
      Merge branch 'next' into public_next · 60f0bd8e
      Alam Ed Arias authored
      60f0bd8e
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · fb8de61a
      Alam Ed Arias authored
      fb8de61a
    • Monster Iestyn's avatar
      Merge branch 'new_new_spriteframe_angle' into 'master' · 1ea0f9ce
      Monster Iestyn authored
      NAMEcLcR sprite angle loading, take 2
      
      HEY LOOK, A NEW SPRITE LUMP LOADING FEATURE (which isn't that new since this merge request description is literally copypasted from the one for public next)
      
       * NAMEcL refers to a frame which is seen for the entirety of an object's left side. (ie - in 2d mode, facing to the left relative to the camera)
       * NAMEcR refers to a name which is seen for the entirety of an object's right side. (ie - in 2d mode, facing to the right relative to the camera)
       * NAMEcLcR does both sides, duh. I didn't break reflection.
       * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5-8 OR a NAMEcR OR a NAMEc0
       * Having just a NAMEcR requires you to fill in the opposite side either with NAMEcn where n is 1-5 OR a NAMEcL OR a NAMEc0
       * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. Has a very small window where you can see a NAMEc1 and NAMEc5 if you only use one of NAMEcL or NAMEcR down one side.
       * The specific symbols selected for this were selected for 1) ease of mental understanding (Left, Right) and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose, which only goes up to G
      
      totally makes sense for stuff like NiGHTS stuff, Axis2D stuff, and maybe if SRB1 survives the chopping block in some shape or form it can take advantage of that too
      
      See merge request !33
      1ea0f9ce
    • Monster Iestyn's avatar
      Merge branch 'opengl-planes' into 'master' · c79428a1
      Monster Iestyn authored
      OpenGL planes fix
      
      This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).
      
      If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.
      
      See merge request !97
      c79428a1
    • Monster Iestyn's avatar
      Merge branch 'fof-slope-crash-fix' into 'master' · ae5844be
      Monster Iestyn authored
      Fof slope crash fix
      
      This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.
      
      Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.
      
      See merge request !96
      ae5844be
  6. Aug 09, 2016
  7. Aug 08, 2016
  8. Aug 07, 2016
    • wolfs's avatar
      Merge branch 'invalid-map-name-test' into 'next' · bbb4bb8a
      wolfs authored
      -warp checking for invalid map names
      
      I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.
      
      SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.
      
      See merge request !99
      bbb4bb8a
    • wolfs's avatar
      Merge branch 'findspeciallinefromtag-fix' into 'next' · 3fcaf0b3
      wolfs authored
      P_FindSpecialLineFromTag crash fix
      
      This fixes the case where an in-level sector or FOF control sector with a tag of -1 or 65535 (seriously, who does that?) can possibly lead to a crash in this function when searching for heat linedef specials in 1st person. And also the same kind of crash any other sort of weird case where the tag number that function uses for searching is -1 or 65535, I suppose!
      
      See merge request !98
      3fcaf0b3
    • wolfs's avatar
      Merge branch 'sprite-loading-tweaks' into 'master' · 8561a6b4
      wolfs authored
      Fix R_AddSingleSpriteDef's I_Error messages
      
      Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")
      
      Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"
      
      See merge request !95
      8561a6b4
    • colette's avatar
      02d33824
    • toaster's avatar
      Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into... · 0a75b8d9
      toaster authored
      Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle
      0a75b8d9
  9. Aug 06, 2016
  10. Aug 04, 2016
  11. Jul 28, 2016
Loading