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  1. Jan 15, 2017
  2. Jan 14, 2017
  3. Jan 13, 2017
  4. Jan 12, 2017
    • Alam Ed Arias's avatar
      Merge branch 'cmake_nasm' into 'master' · e7a1c813
      Alam Ed Arias authored
      CMake: Fix nasm Linux builds
      
      When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files.
      This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile.
      
      After this change, binaries are successfully compiled with either nasm or yasm on Linux systems.
      Tested on Ubuntu.
      
      See merge request !153
      e7a1c813
    • Monster Iestyn's avatar
      Merge pull request #156 from frozenLake/patch-1 · 6ad64347
      Monster Iestyn authored
      Added transmaps to non modifying lump list.
      6ad64347
  5. Jan 11, 2017
  6. Jan 09, 2017
  7. Jan 08, 2017
  8. Jan 07, 2017
    • Monster Iestyn's avatar
      Merge branch 'savegame-hotfixes' into 'next' · 22020dda
      Monster Iestyn authored
      Savegame hotfixes
      
      Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes?
      
      Anyway, fixes included in by this branch:
      * ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay)
      * Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc
      * Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway)
      
      See merge request !150
      22020dda
    • Monster Iestyn's avatar
      Merge branch 'eggshield-laser-fix' into 'next' · c93101aa
      Monster Iestyn authored
      Eggshield laser fix
      
      Fix for http://mb.srb2.org/showthread.php?t=42250
      
      See merge request !152
      c93101aa
    • Monster Iestyn's avatar
      Fix egg guard shields being endlessly killed by lasers. Simply make sure they... · ad30c411
      Monster Iestyn authored
      Fix egg guard shields being endlessly killed by lasers. Simply make sure they have health first before killing them!
      ad30c411
    • Monster Iestyn's avatar
      Merge branch 'eggscalibur_fixes' into 'next' · 45fdfd9f
      Monster Iestyn authored
      One Eggscalibur fix
      
      Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.
      
      See merge request !148
      45fdfd9f
    • Monster Iestyn's avatar
      Merge branch 'plane-fixes' into 'next' · cd0ec088
      Monster Iestyn authored
      Software plane rendering fixes/cleanup
      
      This is mostly cleanup, with the exception that polyobject planes should now behave somewhat better than they do in 2.1 currently (translucent polyobj planes should now always be actually translucent regardless of where you view them from, for instance). I can't claim I've fixed their rendering once and for all though, there may still be bugs for all I know...
      
      See merge request !136
      cd0ec088
    • Monster Iestyn's avatar
      Merge branch 'texture-fixes' into 'next' · c601a409
      Monster Iestyn authored
      Some texture-related fixes
      
      Bugs fixed in this branch:
      * upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort...
      * animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195)
      * the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures.
      
      See merge request !144
      c601a409
  9. Jan 06, 2017
    • Alam Ed Arias's avatar
      0b572b6e
    • Monster Iestyn's avatar
      Merge branch 'flat-changing-hotfix' into 'next' · 5e12f349
      Monster Iestyn authored
      Flat changing hotfix
      
      This should fix how Lua scripts that change flats in levels, particularly to flats that don't already exist in the level, cause SRB2 to crash for anyone who joins a netgame afterwards. (I'm not sure if it's a consistent thing or not though)
      
      Probably needs a good test to verify the issue is completely fixed before being merged in. Maybe there are other minor things I didn't account for in this fix? I don't know!
      
      See merge request !141
      5e12f349
  10. Jan 03, 2017
  11. Jan 02, 2017
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