- Sep 17, 2017
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Monster Iestyn authored
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- Sep 16, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12 Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
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- Sep 15, 2017
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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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- Sep 14, 2017
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Monster Iestyn authored
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
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Monster Iestyn authored
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Monster Iestyn authored
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
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Monster Iestyn authored
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway) This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
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- Sep 04, 2017
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Monster Iestyn authored
SDL2: Relative mouse mode See merge request !206
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- Aug 22, 2017
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Monster Iestyn authored
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
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- Aug 21, 2017
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Monster Iestyn authored
Also did some cleanup and moving around, as well as adding comments
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- Aug 19, 2017
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Monster Iestyn authored
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before) Also changed movemousex/y to INT32
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Monster Iestyn authored
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
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- Aug 07, 2017
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Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jul 09, 2017
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Monster Iestyn authored
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- Jul 07, 2017
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Monster Iestyn authored
Pwease no kicky Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early. This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames. See merge request !201
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Monster Iestyn authored
*Add CONS_Printf messages for !netgame checks *Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason? *Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
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Monster Iestyn authored
Single Player/Coop tally screen fixes * The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480: How it should be:  How it displays in 2.1.19:  How it displays in an exe with the fix:  * The time display at the tally screen no longer limits the minute number to between 0 and 59. How a time > 60 mins displays normally just before finishing the level:  How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):  See merge request !202
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- Jul 05, 2017
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Monster Iestyn authored
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Monster Iestyn authored
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
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Monster Iestyn authored
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
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toaster authored
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toaster authored
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
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- Jun 22, 2017
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Monster Iestyn authored
OpenGL slope FOF lighting fix This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P See merge request !194
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Monster Iestyn authored
Polyobject seg render fix This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level. This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.) See merge request !195
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- Jun 19, 2017
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Alam Ed Arias authored
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- Jun 04, 2017
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Monster Iestyn authored
Fix for screenshots taken in OpenGL with resolution 1366x768 Fix for this bug: https://mb.srb2.org/showthread.php?t=39882 (also reported here: https://mb.srb2.org/showthread.php?p=793077#10) This is basically porting GZDoom's own fix for the same issue (I stumbled on a Zandronum thread about the same issue from google images, and one user mentioned GZDoom had fixed it): https://github.com/doomtech/gzdoom/commit/d31a0b77fd19dae611166265acabe666c7ab1c59 See merge request !192
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- Jun 03, 2017
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Monster Iestyn authored
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
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Monster Iestyn authored
wallVerts[].y is actually the map z coord, so use wallVerts[].z instead (which is actually the map y coord) Don't worry I'm not going mad, this is actually how it's supposed to be
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- May 30, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 29, 2017
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Monster Iestyn authored
This is based on GZDoom's own fix for the same issue, had to add support for glPixelStorei first though
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- May 28, 2017
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Alam Ed Arias authored
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Monster Iestyn authored
Update to v2.1.19 It should says what on the tin. See merge request !190
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- May 27, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Ignore askinfoviams Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself) See merge request !191
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