- May 08, 2017
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Monster Iestyn authored
Re-add all the folders present in objs before my .gitignore changes, by adding .gitignore files again to keep them from disappearing
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- May 03, 2017
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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
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- Apr 30, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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- Apr 24, 2017
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Monster Iestyn authored
DrawFill made not stupid made it more consistent with other drawing functions; 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) See merge request !173
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Monster Iestyn authored
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- Apr 12, 2017
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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)
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- Mar 30, 2017
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Monster Iestyn authored
Screenshot slots fix Fix for this bug: https://mb.srb2.org/showthread.php?t=42508 The game should now print an error saying all 10000 slots have been used up. It was already there funnily enough, just someone goofed up in the code for finding the next screenshot name to use. See merge request !170
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- Mar 29, 2017
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Monster Iestyn authored
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- Mar 24, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
build: r_bsp.c:213:23: warning: inlining failed in call to 'R_DoorClosed': call is unlikely and code size would grow [-Winline]
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Alam Ed Arias authored
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- Mar 13, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Mar 12, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Mar 04, 2017
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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
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- Mar 02, 2017
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Monster Iestyn authored
Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own (various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
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- Feb 05, 2017
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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
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- Feb 04, 2017
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Monster Iestyn authored
console window uses ev_keyup too so don't worry about turning off
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- Feb 03, 2017
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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
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- Jan 31, 2017
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Monster Iestyn authored
Fixes TD's terminal from freezing the game this time, oh boy
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Monster Iestyn authored
TD rendering freeze fix This is a fix for the Lava Mountain freeze issue from TD (TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough. See merge request !159
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- Jan 30, 2017
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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)
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- Jan 16, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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