Commit Graph

627 Commits

Author SHA1 Message Date
Chris S 03f0199c8f
Update Dockerfile (#511)
Co-authored-by: Chris Spearman <cspearman@messagebroadcast.com>
2022-11-19 21:13:18 +01:00
fgsfds db9a6345ba fix typo? 2021-11-30 16:08:13 +03:00
GammaTendonNine 903477cd99
Makefile: more robust macOS build support + improvements to build speed (#445)
* Makefile: macOS Package Manager & Compiler detection

* Makefile: (Moderate) Build Speed improvements:
0) use gnu make "simply expanded" variable
1) use gnu make `shell` function instead of backticks
2) collectively these avoid multiple variable expansions per compiler call
3) should most significantly improve I/O bound platforms (e.g. MSYS2)

* Makefile: revert "Compiler Options" comment change

* Makefile: Move `PLATFORM_CFLAGS` to a less intrusive location
2021-11-30 16:02:37 +03:00
fgsfds fc582d5faf fix undeclared functions in 60fps patch 2021-11-30 15:51:11 +03:00
Xenthio fa49c7bc59
Fix macOS builds being broken (#489)
also add .DS_Store to .gitignore
2021-11-30 04:24:54 +03:00
fgsfds 59adb5c634 fix 60fps patch 2021-11-26 03:33:03 +03:00
fgsfds 2a312a8f68 move sys_sleep to platform.c 2021-11-26 03:29:37 +03:00
fgsfds b5f50dd975 time whole frame instead of just the rendering part
thanks to opmox for the fix
2021-11-26 03:12:32 +03:00
fgsfds 137ee29bdc
Merge pull request #440 from ChaosEx/master
Added Bahasa Melayu translation of readme
2021-11-25 16:32:32 +03:00
fgsfds 8152239732 actually update 60fps patch for real 2021-11-25 16:24:08 +03:00
fgsfds 6a904853bd remove --syncframes 2021-11-25 16:20:11 +03:00
fgsfds 5bb2c99ba1 Revert "update 60fps patch"
This reverts commit 48247471fe.
2021-11-25 16:11:06 +03:00
fgsfds 48247471fe update 60fps patch 2021-11-25 16:06:56 +03:00
fgsfds 4ebde12bf7
Merge pull request #488 from bkacjios/nightly
Always syncronize framerate with timer (Fixes #381)
2021-11-25 15:57:14 +03:00
blackops7799 d1b787427c Remove test_vsync
Simplify sync_framerate_with_timer
2021-11-25 03:05:58 -05:00
blackops7799 c4a55e351d Always syncronize framerate with timer (Fixes #381) 2021-11-24 21:32:38 -05:00
fgsfds 697a0b06e6
Merge pull request #486 from mmuman/haiku-nightly
Haiku port
2021-11-14 18:13:50 +03:00
François Revol 24423cccc9 No libdl on Haiku
libm and pthreads are superfluous as well.
2021-11-14 16:07:54 +01:00
François Revol 65690040f2 Haiku port oneliner 2021-11-14 14:36:15 +01:00
fgsfds fc5cb66f07
Merge pull request #451 from DanTheMan827/patch-4
Add NO_PIE option
2021-01-25 23:21:40 +03:00
DanTheMan827 f9a26149eb
Add NO_PIE option 2021-01-24 14:48:15 -06:00
fgsfds 0f68537e09
Merge pull request #450 from DanTheMan827/patch-3
Load gamecontrollerdb.txt before SDL_Init (Nightly)
2021-01-22 20:23:19 +03:00
DanTheMan827 b9cdcb2d81
Load gamecontrollerdb.txt before SDL_Init 2021-01-22 11:15:23 -06:00
fgsfds 84a3e6e953 make options menu arrows static 2020-11-02 19:43:40 +03:00
fgsfds 70b281405f actually use the sys_sleep function 2020-11-02 19:39:40 +03:00
fgsfds 191db465fc fix 60fps patch 2020-11-02 19:35:53 +03:00
fgsfds 68e6e60a03 new timing scheme which should eliminate speedups
thanks to opmox for initial implementation
2020-11-02 19:32:54 +03:00
TeeVenDick d67df4ce90
Update README.md 2020-10-16 12:51:22 +08:00
TeeVenDick 2750d7aaf2 Added Bahasa Melayu translation of readme 2020-10-14 23:17:02 +08:00
fgsfds 2cf99649d8
Merge pull request #439 from djoslin0/to-upstream
Prevent crash in vanish cap switch course
2020-10-11 23:45:23 +03:00
MysterD 3908ff3954 Prevent crash in vanish cap switch course
The segfault is hit while trying to render bhvCheckerboardElevatorGroup
when the player first enters the stage.

So here's some background: bhvCheckerboardElevatorGroup is the invisible
parent object that defines where the two platforms will rotate around. It
has a model, but it's never rendered in game. The entity only exists for
a few frames before being removed from the scene.

Here's the theory: Since it is only valid for a few frames, I believe the
model gets deallocated after removal. Since changing the camera precision
makes the camera end up in a slightly different spot, it could be trying
to render the object when precision is set to 3 but not to 1.

Here's the solution: Adding cur_obj_hide() to the start of
bhv_checkerboard_elevator_group_init() prevents the crash

fixes #437
2020-10-11 13:32:02 -07:00
fgsfds 57c203465b
Merge pull request #438 from s4Ys369/revert-434-patch-1
Revert "Bugfix: Discord Integration crashes"
2020-10-09 19:27:21 +03:00
s4Ys369 e6d2e7afea
Revert "Bugfix: Discord Integration crashes" 2020-10-09 11:40:45 -04:00
fgsfds c1ed30a2fa Revert "fix crash with dynamic surfaces?"
apparently this was causing collision issues
2020-10-04 02:47:25 +03:00
s4Ys369 18dc3e268a Bugfix: Discord Integration crashes
Fix by PeachyPeach to stop crashes with Discord Integration when enter later Bowser courses and fights early
2020-10-04 02:22:35 +03:00
fgsfds 9d0c4dd94a
Merge pull request #434 from s4Ys369/patch-1
Bugfix: Discord Integration crashes
2020-10-04 02:20:20 +03:00
s4Ys369 9ee16a3ef6
Bugfix: Discord Integration crashes
Fix by PeachyPeach to stop crashes with Discord Integration when enter later Bowser courses and fights early
2020-10-03 19:10:55 -04:00
fgsfds 5c21494c73 fix crash with dynamic surfaces?
unknown if this has actually caused any issues in EX
2020-10-01 18:02:13 +03:00
fgsfds b8b6b36eef give a bit more memory to the web version by default 2020-10-01 18:02:13 +03:00
fgsfds 5aea6db912
Merge pull request #419 from AloXado320/optchanges
Option Menu Changes
2020-09-29 19:30:05 +03:00
fgsfds 5b66d3faff
Merge pull request #421 from ineedhelpbad/Text-save-cannon-fix
BUGFIX:  Text Saves aren't saving cannon flags. #397
2020-09-29 19:28:50 +03:00
fgsfds 12e088fd69
Merge pull request #431 from djoslin0/to-upstream
Improve bettercam/puppycam's collision detection and avoidance
2020-09-29 19:14:08 +03:00
MysterD 7af6e308a4 Make bettercam/puppycam respect NO_CAM_COLLISION 2020-09-28 20:49:03 -07:00
MysterD 47fca44582 Increase bettercam's precision 2020-09-28 20:47:51 -07:00
MysterD 75bed240fa Improve bettercam's collision detection and avoidance
The precision of ray casting was too low previously, causing the
collision checks to skip right past a wall sometimes. There was also
nothing to prevent the camera from getting too close to a wall
horizontally or vertically.
2020-09-28 20:47:31 -07:00
John Collins 857b7a6db4 BUGFIX: Cannon open not saving 2020-09-10 02:11:38 -05:00
fgsfds a7ea882d4a
Merge pull request #420 from sodomon2/master
Update README_es_ES.md
2020-09-09 18:42:58 +03:00
Victor Diego Alejandro Diaz Urbaneja d88bd76041
Update README_es_ES.md 2020-09-09 01:25:51 -04:00
AloXado320 f722b31e13 undo naming for now 2020-09-07 19:09:12 -05:00
fgsfds dcc16eaed7 fix 60fps patch (thanks SpacingBat3) 2020-09-07 22:19:07 +03:00