- Nov 09, 2018
-
-
SteelT authored
-
Monster Iestyn authored
Some code cleanup. See merge request STJr/SRB2!298
-
- Nov 08, 2018
-
-
Monster Iestyn authored
Winsock error handling fixes See merge request !303
-
- Nov 02, 2018
-
-
Monster Iestyn authored
File loading hotfix See merge request STJr/SRB2!310
-
Monster Iestyn authored
Make sure handles of files opened by W_LoadWadFile are closed if we abort loading the files for whatever reason. ESPECIALLY if the file is already loaded in SRB2, that's just silly.
-
Monster Iestyn authored
Patch offsets fix See merge request STJr/SRB2!305
-
- Oct 31, 2018
-
-
Monster Iestyn authored
MI minor refactoring See merge request STJr/SRB2!294
-
Monster Iestyn authored
Multi-patch texture support for transparency AND translucency See merge request STJr/SRB2!293
-
- Oct 30, 2018
-
-
Monster Iestyn authored
now that V_FLIP's effects are always supported in V_DrawFixedPatch, there's no need for the "flip" variable anymore
-
Monster Iestyn authored
-
- Oct 29, 2018
-
-
Monster Iestyn authored
-
Monster Iestyn authored
HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields
-
Monster Iestyn authored
Make V_OFFSET no thing without V_NOSCALESTART, to remove any potential glitches with using it on its own
-
Monster Iestyn authored
-
- Oct 27, 2018
-
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
Use temporary buffer with a max size of 255 bytes instead of having Microsoft's FormatMessageA alloc one for us. Also, provide a fallback message in case no message was available for some reason
-
Monster Iestyn authored
Save the result of errno (aka WSAGetLastError() for WinSock) as soon as possible, to prevent anything in SOCK_GetNodeAddress resetting the value to 0 while trying to print the message for the error itself!
-
Monster Iestyn authored
Creating a quick get_WSAErrorStr function to act as a wrapper for FormatMessageA so we can string-ify Winsock errors properly Untested!
-
- Oct 21, 2018
-
-
Monster Iestyn authored
mapheader lua unarchive hotfix See merge request STJr/SRB2!302
-
Monster Iestyn authored
-
- Oct 20, 2018
-
-
SteelT authored
Apply music code cleanup changes See merge request SteelTitanium/SRB2!1
-
-
Monster Iestyn authored
Music Code Cleanup See merge request STJr/SRB2!278
-
Marco Z authored
-
Marco Z authored
-
- Oct 14, 2018
-
-
Monster Iestyn authored
Handle fix for SDL Mixer See merge request STJr/SRB2!301
-
Monster Iestyn authored
More accurate GIF delay See merge request STJr/SRB2!276
-
Monster Iestyn authored
MI's unimportant code cleanup See merge request STJr/SRB2!295
-
Sryder authored
-
- Oct 13, 2018
-
-
Sryder authored
I've voided this out on other sound interfaces than SDL Mixer ones because I'm both not sure whether they need it, and not sure how to make them work with it if they do.
-
- Oct 12, 2018
-
-
SteelT authored
No longer needed as S_RegisterSoundStuff will return early if in dedicated mode.
-
- Oct 11, 2018
-
-
SteelT authored
-
Monster Iestyn authored
Remove "playerdeadview" variable; it's not been used for its stated purpose for who knows how long now Besides rankings popping up when you die just sounds weird anyway, maybe I'm just used to SRB2 not doing it I guess
-
Monster Iestyn authored
Remove unused ObjectPlace_OnChange prototype (from when Objectplace was a consvar, which it is not anymore)
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
Also corrected what appears to be a typo in some comments above?
-
Monster Iestyn authored
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
-
Monster Iestyn authored
-