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  1. May 08, 2017
  2. May 03, 2017
    • Monster Iestyn's avatar
      Merge branch 'gitignore-stuff' into 'master' · 30143d2e
      Monster Iestyn authored
      .gitignore stuff
      
      The following changes have been made to `.gitignore` files in the objs/ and bin/ folders:
      * All the `.gitignore`s living in subfolders of objs/ have been done away with and replaced with a single `objs/.gitignore`, covering all the things that the subfolders ignored before (including depend.ped, if anyone is like me and has to remove that file manually)
      * All the `.gitignore`s living in subfolders of `bin/Mingw` ignore .exes of any name, not just srb2win/srb2dd/srb2sdl. en.mo is also ignored now... or rather any .mo file (just in case). This is mostly for my own sanity and that of anyone else who uses EXENAME=[name.exe] when compiling with MinGW.
      
      If you're not sure what `.gitignore` does exactly, as far as I'm aware it literally just tells Git what to "ignore" (or rather, not track), so anyone using Git GUI or some other Git program etc doesn't have to see changes certain files and can't accidentally commit the files or whatever.
      
      See merge request !174
      30143d2e
  3. Apr 30, 2017
  4. Apr 24, 2017
  5. Apr 12, 2017
    • Inuyasha's avatar
      fixed drawfill to be more consistent w/ other functions · 5e4f960f
      Inuyasha authored
      doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
      (for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
      5e4f960f
  6. Mar 30, 2017
  7. Mar 29, 2017
  8. Mar 24, 2017
  9. Mar 13, 2017
  10. Mar 12, 2017
  11. Mar 04, 2017
    • Monster Iestyn's avatar
      Merge branch 'precip-overflow-fix' into 'master' · 5019077f
      Monster Iestyn authored
      Precipitation sprite overflow fix
      
      This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out.
      
      I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind)
      
      See merge request !169
      5019077f
  12. Mar 02, 2017
  13. Feb 05, 2017
    • Monster Iestyn's avatar
      Merge branch 'dedicated-console-fix' into 'master' · 591fe13c
      Monster Iestyn authored
      Dedicated console shift-down fix
      
      This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc.
      
      Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V
      
      Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time!
      
      See merge request !163
      591fe13c
  14. Feb 04, 2017
  15. Feb 03, 2017
    • Monster Iestyn's avatar
      Merge branch 'td-render-fix2' into 'master' · 823aa7d2
      Monster Iestyn authored
      TD render fix 2: Electric boogaloo
      
      This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation?
      
      See merge request !160
      823aa7d2
  16. Jan 31, 2017
  17. Jan 30, 2017
    • Monster Iestyn's avatar
      Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and... · 3212ee0b
      Monster Iestyn authored
      Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
      
      This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
      3212ee0b
  18. Jan 16, 2017
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