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Fixing various problems with MF_SOLID collision

Merged Alam Ed Arias requested to merge slopes_n_objects into next

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

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  • Contributor

    did i seriously set it up to the wrong branch twice in a row

    sorry for sleepybrain

  • toaster Added 1 new commit:

    Added 1 new commit:

    • fa16abf7 - Fixed the thing where if you thok into a solid object you spin really fast in th…
  • toaster Added 1 new commit:

    Added 1 new commit:

    • 0568712a - Prevent overflow when attempting to calculate the space between floor and ceilin…
  • I'm totally iffy about this merge request tbh...

    How is collision with solid objects on vertically moving platforms currently (both pushable and non-pushable)? I remember making a few tweaks to the code back during 2.1 development to remove some problems with that scenario. I'm just hoping you didn't break that here.

    Also, I can see why you made FixedMul(FRACUNIT, thing->scale) into just thing->scale (*cough* optimisation *cough*), but without context it just looks like downright wrong usage of it. But that's just me really.

  • Contributor

    I tested team monitors and pushable gargoyles (objectplaced in, hence no spikes- spikes can't be objectplaced on FOFs for some reason probably related to reverseplatformclipping, so I'll have to make a map in a bit) in both .16 and this branch.

  • Contributor

    Alright, I made a testmap. I can share if needed. (The issue with spikes being objectplaced is to do with the fact that they are non-solid by default, which should probably be changed for 2.2...)

    I've found another bug which exists in both .16 and this branch: http://gfycat.com/TenseWhoppingCicada (happens with all types of platforms which are solid on top, which seems to be a consequence of the @JTE pmomz stuff, and ONLY happens with non-pushable gargoyles - not any other type of solid object).

    The important thing to note is that I have found no bizzare behaviours that have arisen in my branch alone. If you could offer any suggestions for things I should test with collision between solid objects and moving platforms to make this more thorough, though, please let me know.

  • toaster Added 1 new commit:

    Added 1 new commit:

    • 8ad72232 - Helpful explanatory comments to assauge MI's fears.
  • :thumbsup: I experienced this myself and this fix makes sense to me now.

  • toaster Added 7 new commits:

    Added 7 new commits:

    • 2798bd5c - Ensure demo files will save to srb2home, where SRB2 already looks for them.
    • 4abfe1e8 - Fix MinGW/AppVeyor build.
    • 3b503f13 - Use function va to avoid having to delcare a new variable. Thanks MonsterIestyn.
    • 3843533c - Merge pull request #118 from ilag11111/linux-replay-fix
    • 5f4f6fda - Public remake of a merge request I shouldn't have put in Internal in the first place.
    • 405237d3 - Merge branch 'SLADE_textures' into 'next'
    • 6f1ce5c1 - Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slopes_n_objects
  • Monster Iestyn Added 7 new commits:

    Added 7 new commits:

    • 9f878419 - Fix bottom of FOF with a pusher special not accounting for slopes
    • fc44e530 - Merge branch 'slopes-even-more-fixes' into 'next'
    • 394ed30f - Fixed the problem with the reverseplatform_clipping branch that caused springs t…
    • f72e8a8f - Merge branch 'reverseplatform_clippingfixed' into 'next'
    • e1baf02b - Lua now errors if negative scales are used with v.drawScaled
    • 8e660ce8 - Merge branch 'drawscaled-scalefix' into 'next'
    • c42e7ee4 - Merge branch 'next' into slopes_n_objects
  • :thumbsup: I tested a while back to make sure it didn't break anything, seems to be fine

  • Monster Iestyn Status changed to merged

    Status changed to merged

  • Monster Iestyn mentioned in commit 8b5abd95

    mentioned in commit 8b5abd95

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