Commit graph

2326 commits

Author SHA1 Message Date
TehRealSalt
ed73984d3e Messing with the SPB item odds themselves
I'm pretty sure this is why it feels like we can't hit a decent balance.
2018-06-12 23:01:17 -04:00
TehRealSalt
d5f311681f Voting fakeouts
The voting cursor can land early, or go up a position, on vote end. Not only is this hilarious and makes it more unpredicatable, it also makes it easier for the game to pick a vote and move on to the next level .

(I bet people will mistake this for a bug on release :V)
2018-06-12 22:10:26 -04:00
TehRealSalt
d1e206072a Minor vote screen fixes 2018-06-12 19:05:11 -04:00
TehRealSalt
510cf8b521 Fix a few minor player arrow bugs 2018-06-12 18:01:17 -04:00
TehRealSalt
1bfcb35eff More frequent SPB, and fixed CHECK
The new distance setting on SPB is directly inbetween the previous "way too rare" setting and the "way too frequent" setting before that. Hopefully they should come up in reasonable intervals now.
2018-06-12 17:14:32 -04:00
TehRealSalt
8bb6cc6c19 Shrink buffed HEAVILY
It now does its job properly: repairing races when there is one straggler far in the back.
- Wipeout instead of spinout, to prevent cheap deaths
- Lose all of your items when you get shrunk.
- You cannot pick up any items while shrunk.
- x2 duration.
- Appears in the very back, with 10% chance.
2018-06-12 16:27:51 -04:00
TehRealSalt
35eb978c69 MFE_DRAWONLYFORPx stuff ported to OpenGL, and MT_DRIFTDUST respects Boo powers 2018-06-11 02:15:27 -04:00
TehRealSalt
e415bae2e5 Forgot to uncomment after finished testing. 2018-06-11 01:56:41 -04:00
TehRealSalt
e6b33ef65f SPB fixes
Shrink also plays its sound, and Shrink/Grow have slower scaling speeds
2018-06-11 01:51:50 -04:00
TehRealSalt
a417b57bc7 Fixed Battle arrows 2018-06-11 00:59:20 -04:00
TehRealSalt
ea3b82791f Whoops, no break here 2018-06-10 21:05:09 -04:00
TehRealSalt
a554763128 Maintenence
- Fix merge issues
- Update invincibility flash to use its own object instead of MT_OVERLAY, so extra hacks don't need baked into overlay thinking
- K_SpawnSparkleTrail can accept mobjs now, since there really wasn't any reason it needed a player.
- Comment out a few old MK/vanilla SRB2 effects for now
2018-06-10 16:10:24 -04:00
TehRealSalt
07a18e5185 Merge branch 'master' into sonicitems 2018-06-09 22:50:21 -04:00
Sryder
fffa3db5a8 Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:Sryder/SRB2.git
# Conflicts:
#	src/hardware/hw_main.c
2018-06-09 23:43:25 +01:00
Sryder
ea915e5778 Fix papersprites more for real this time
(Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey)
2018-06-09 22:58:03 +01:00
Sryder
82b92d1881 Fix the issue from the merge 2018-06-09 22:25:00 +01:00
Sryder
00ac4dd59b Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:STJr/SRB2.git
# Conflicts:
#	src/hardware/hw_main.c
2018-06-09 21:01:59 +01:00
Sryder
0f4e8c1eda Merge branch 'next' into public_flatsprite
I also fix papersprites in regards to flipping on one sprite fits all rotation stuff

# Conflicts:
#	src/hardware/hw_main.c
2018-06-09 18:47:42 +01:00
Sryder
0a85e75eb8 Accidentally made HitEm sounds always play, even when hitting your own items 2018-06-09 16:42:03 +01:00
Sryder
2adbcd6dfd Merge branch 'master' into dust-kart 2018-06-09 01:00:03 +01:00
Sryder
17245b2d6b Merge branch 'master' into voice-loss-jpg
# Conflicts:
#	src/k_kart.c
2018-06-09 00:56:39 +01:00
Sryder
10270d20dd HitEm voice line can always play
Still starts the timer to at least 3 seconds on other voices though
2018-06-09 00:18:49 +01:00
Sryder
3daf6fbfd7 Slightly longer delay between voices
Fix win/lose quotes to work based on actual win/lose criteria
Don't play overtake sound until at least 10 seconds into the race
2018-06-09 00:05:05 +01:00
Sryder
f00e3dfd5a New Drift dust
Applies all the time as long as the object is turning tight enough
New Sound
Works on Red Shells too!
2018-06-08 21:13:52 +01:00
TehRealSalt
3dac0e21cc A better method of
Instead of returning at the very start of P_MoveChaseCamera, just set camstill to true, and add another exiting check to momentum. This lets the mirror mode post process effect to continue working.
2018-06-08 01:12:07 -04:00
TehRealSalt
4e2b30fcae Fixes 2018-06-08 00:02:28 -04:00
TehRealSalt
889d790ea0 Disable MT_QUESTIONBOX again
I refuse to give up the name "cv_invincibility" to another vanilla cvar that we will never use seriously.
2018-06-07 19:46:48 -04:00
TehRealSalt
9b3751b30c Merge branch 'master' into sonicitems 2018-06-07 19:39:45 -04:00
Sryder
97caf79f16 Whoops, accidental rename 2018-06-07 20:03:47 +01:00
Sryder
213749b115 Big voices change
When using a taunt voice (item usage) there's a 5 second delay on more taunts and a 2 second delay on other voices
When using other voices, there's at least a 2 second delay on all other voices
2018-06-07 19:56:26 +01:00
Sryder
6023f794ac Restore the removed voices 2018-06-07 19:34:13 +01:00
TehRealSalt
7f996c6dfd P_RestoreMusic fix 2018-06-07 02:51:18 -04:00
TehRealSalt
7611f2c610 1v1 battle no items fix 2018-06-06 20:52:13 -04:00
TehRealSalt
7100db62ca No bumping when respawning 2018-06-06 20:41:23 -04:00
TehRealSalt
adc1fa38f5 This print doesn't work for some reason?!
It keeps replacing actnum with zonttl, but ONLY if zonttl is set. Weird as heck, can't figure out why, commenting out for now.
2018-06-06 20:25:28 -04:00
TehRealSalt
babc8be5da Flags for only drawing an object on one person's screen, for juicy Boo splitscreen support
(also more item changes from last night that I just forgot to commit earlier)
2018-06-06 18:36:39 -04:00
TehRealSalt
eb8464744b Adjustin' BL based off the netgame, and mashing is back
Now it just cripples your chances for good items, mwaha
2018-06-05 23:46:25 -04:00
TehRealSalt
6301d0ee38 Lightning cooldown change
- Lightning cooldown reduced to 20 seconds
- You can no longer mash to get an item quicker
2018-06-05 21:45:54 -04:00
TehRealSalt
5f610982ea The Lightning Update
- 30 sec cooldown on all lightning types
- Delay before Blue Lightning hits, based off of distance
- Blue Lightning can swap targets if 1st place is passed
- Blue Lightning can only be handed out if 2nd is far away enough from first
2018-06-05 21:36:48 -04:00
TehRealSalt
8de3890f26 Dang it, I always forget these... 2018-06-05 18:47:15 -04:00
TehRealSalt
e39de53fa2 Use strlen for all of the valid zone title/act num checks 2018-06-05 17:28:46 -04:00
TehRealSalt
d3793cb19c Lots of cmd restructuring.
- cmd->driftturn exists now, for figuring out how far you're turning. Added to prevent analog sticks from being able to get drift sparks faster.
- Feather bounce strafing moved to use cmd->sidemove, which means it also supports analog now.
- Braking now waits a few tics for you to be stopped for a few tics before it lets you go in reverse, as per Sev's request.
- Removed a lot of unused/redundant/commented out control code, and reorganized some of the existing code.
2018-06-05 17:12:42 -04:00
TehRealSalt
173d780ab7 P_RestoreMusic restores level exit music as well
Splitscreen fix
2018-06-05 02:41:55 -04:00
TehRealSalt
ce14c13699 Multiplayer cursors in voting 2018-06-05 02:11:47 -04:00
TehRealSalt
0fc113e6dd actnum is now a 2 character long string
For Cloud Cradle Zone, Act K
2018-06-05 01:34:05 -04:00
TehRealSalt
14caf66567 MFE_JUSTBOUNCEDWALL
Hopefully, this should prevent instances where shells/Oni get caught on walls.
2018-06-04 23:23:52 -04:00
TehRealSalt
d5a2fb9317 Disable weather in netgames
Some people like to lag up the whole server by enabling precip, so y'know what, just turn it off in netgames. Weather can just stay a Record Attack/splitscreen only feature now I guess
2018-06-04 22:56:58 -04:00
TehRealSalt
b4757779cd We did it, we finally fixed... The Shell Boost Bug
Instead of adding to your speed, it relatively multiplies it if you're above your top speed. This is applied to ALL of Kart projectiles as well, not just shells. May we never run into our own shell that we threw on a boost pad ever again.
2018-06-04 22:53:45 -04:00
TehRealSalt
dd05edfcc0 Merge remote-tracking branch 'srb2public/next' 2018-06-04 16:58:35 -04:00
TehRealSalt
ae66a8f769 Minimap offset support 2018-06-04 16:19:36 -04:00
TehRealSalt
09311bf061 WHOOPS 2018-06-04 00:29:31 -04:00
TehRealSalt
518676c2a4 P, not K 2018-06-03 21:07:36 -04:00
TehRealSalt
fa125bc18d Leave the camera behind while exiting, for dramatic effect! 2018-06-03 21:01:59 -04:00
TehRealSalt
6d57d39e12 SUPER CHARGED KARMA ITEMS
They give equal chance on a lot of good shit, instead of the normal boring pool of items, mwahaha

(also calls P_CheckRacers when someone spectates)
2018-06-03 20:58:52 -04:00
TehRealSalt
e3008407d1 Adjustin' to Oni's requests
Only 1st place finish sound is global, use signpost instead of starpost
2018-06-03 20:19:03 -04:00
TehRealSalt
8408b1fef4 Some Battle fixes and additions
- mapgotboxes is synched
- Karma bombs/items flash while spinning out
- Karma bombs have a sound + explosion when hitting someone
- Karma bombs can no longer attempt to attack a player that is flashing and have to WAIT... again
- Fixed MT_GREENITEM's bounce sound, after breaking from last commit (WHY ARE YOU ABUSING MARIO MODE SOUNDS, STOP, AGHH)
2018-06-03 20:11:08 -04:00
TehRealSalt
0906978a2a Remove collide debug stuff 2018-06-03 18:58:50 -04:00
TehRealSalt
b0099bd1cc Less timer reduce on gold shroom 2018-06-03 18:25:28 -04:00
TehRealSalt
a223218155 Exit siren, disable constant forcing of Mario Mode sounds 2018-06-03 18:20:21 -04:00
TehRealSalt
483ac75238 Support ALL of the classic games' sounds
Sonic 1, 2, 3D Blast, & CD, on top of the existing S3K and Chaotix.
2018-06-03 16:13:26 -04:00
Monster Iestyn
bf042ed86c Merge branch 'master' into next 2018-06-03 20:17:51 +01:00
Monster Iestyn
650e0eafce Merge branch 'fixedmul-c-fix' into 'master'
Correct C FixedMul() off-by-one errors

See merge request STJr/SRB2!245
2018-06-03 15:14:06 -04:00
Monster Iestyn
602d5e0aa0 Merge branch 'f12-fix' into 'master'
F12 fix

See merge request STJr/SRB2!250
2018-06-03 15:11:20 -04:00
Monster Iestyn
37b8be2103 Merge branch 'demototalplaytime' into 'next'
Don't increment totalplaytime if a demo is playing.

See merge request STJr/SRB2!241
2018-06-03 15:10:42 -04:00
Monster Iestyn
ef174f7b43 Merge branch 'opengl-mappalette-fix' into 'master'
OpenGL: Map Specific Palette Fix

See merge request STJr/SRB2!247
2018-06-03 15:09:23 -04:00
Monster Iestyn
8e5dbb22f0 Merge branch 'opengl-bigmap-fix' into 'master'
OpenGL: Very large map rendering issue fixed

See merge request STJr/SRB2!249
2018-06-03 15:08:10 -04:00
Monster Iestyn
f4152e2e5d Merge branch 'addfile-typo' into 'master'
Fix console typo

See merge request STJr/SRB2!246
2018-06-03 15:06:13 -04:00
TehRealSalt
dff33deb52 Fix Battle scoring, hopefully 2018-06-02 10:57:43 -04:00
TehRealSalt
73205c8229 Changed time requirements to accomedate lap changes 2018-06-02 10:29:43 -04:00
TehRealSalt
bc5c279317 Messing with item distributions a tad 2018-06-01 02:19:40 -04:00
TehRealSalt
bf3910cdca Incredibly rudimentary Jawz stuff 2018-05-31 20:51:05 -04:00
TehRealSalt
4c0f64ff4f Merge branch 'master' into sonicitems 2018-05-31 19:47:50 -04:00
TehRealSalt
7da0ff595e I continue to be a buffoon. 2018-05-31 19:21:26 -04:00
TehRealSalt
7d021ae1e6 Splitscreen-friendly voting screen 2018-05-31 18:49:19 -04:00
TehRealSalt
c7692d6d7c Thaaaat was stupid of me 2018-05-31 15:39:00 -04:00
TehRealSalt
123415fb08 nice
nice
2018-05-31 01:06:48 -04:00
TehRealSalt
240f037b27 A couple of RA-related things
An unlockables/time emblems update, the stats screen shows all maps without needing to visit each one, and respawning is enabled in Record Attack now
2018-05-30 22:53:06 -04:00
TehRealSalt
75e77189d6 Fix Star/Mega music persisting after death for splitscreen players 2018-05-30 18:38:30 -04:00
TehRealSalt
eadd7381eb Changing from Relaxed Standard Turbo to the typical Easy Normal Hard
Reception to the naming convention has been either "don't care" or "too hard to remember"
2018-05-30 17:29:40 -04:00
TehRealSalt
efc64e70ab Record Attack sets all of kart's gameplay variables now 2018-05-30 17:22:31 -04:00
TehRealSalt
762a8f6087 Merge remote-tracking branch 'srb2public/next' 2018-05-30 17:11:02 -04:00
TehRealSalt
dcd8c87c6f But hey, what if I also made color & skin save to the config too!
Does this make up for it? :V
2018-05-30 16:59:53 -04:00
TehRealSalt
4e97fbf188 Merge branch 'master' into sal-misc 2018-05-30 16:55:59 -04:00
TehRealSalt
609258baa6 Restore gc_camrotate
Sorry if this breaks everyone's configs again :V
2018-05-30 16:54:59 -04:00
Monster Iestyn
41e9c20c04 Ignore mouse button events if the mouse's focus is not actually on the window at the moment.
This should hopefully kill the F12 getting stuck issue once and for all.
2018-05-28 21:29:46 +01:00
Sryder
f4181f7eb6 Very large map rendering issue fixed
Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
2018-05-26 13:13:37 +01:00
Monster Iestyn
f061ffa00e Stop Each Time trigger linedefs and object-carrying scrollers from doing anything with FOFs without FF_EXISTS 2018-05-21 20:02:30 +01:00
Tasos Sahanidis
001e4e11ca
Correct C FixedMul() off-by-one errors
The FixedMul() C implementation would produce off by one results,
causing constant desyncs on 64 bit builds and builds without an
ASM implementation of the function.

This is fixed by shifting instead of dividing, possibly avoiding
rounding errors.
2018-05-20 22:55:21 +03:00
Sryder
092e709235 OpenGL Map Specific palettes working
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
2018-05-17 22:17:20 +01:00
Steel Titanium
0bef99f566 Fix console typo 2018-05-17 13:57:19 -04:00
Sryder
badbb4324e Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL 2018-05-16 21:04:57 +01:00
Monster Iestyn
4f75ae3a68 Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P
2018-05-11 20:35:46 +01:00
Alam Ed Arias
6be0f90fbe Merge branch 'master' into next 2018-05-08 21:26:26 -04:00
Steel Titanium
a1d696b38e Fix small typo 2018-05-08 18:38:28 -04:00
Steel Titanium
9ff491dd78 Add indentation 2018-05-08 18:36:47 -04:00
Steel Titanium
29e80c5300 Don't increment totalplaytime if a demo is playing. 2018-05-08 18:16:01 -04:00
Monster Iestyn
8e5ac64d7c Merge branch 'dedicated-nosoundinit' into 'master'
Don't init the sound system on dedicated servers

See merge request STJr/SRB2!225
2018-04-21 17:40:45 -04:00
Monster Iestyn
452aef4981 Merge branch 'connect-empty-address-fix' into 'master'
Fixed "invalid pointer" error when passing "" to Command_connect().

See merge request STJr/SRB2!234
2018-04-21 17:32:50 -04:00
Monster Iestyn
83a84d5a81 Merge branch 'connect-server-fix' into 'master'
Removed contradictory `-connect` check

See merge request STJr/SRB2!236
2018-04-21 16:25:28 -04:00
Monster Iestyn
eb0f9681d7 Merge branch 'findfile-rewrite' into 'master'
Rewrite of d_netfil.c's findfile

See merge request STJr/SRB2!240
2018-04-21 16:22:21 -04:00
Monster Iestyn
48a85512a0 Merge branch 'dedicated-debug-hotfix' into 'master'
Dedicated debug hotfix

See merge request STJr/SRB2!239
2018-04-21 16:13:38 -04:00
Monster Iestyn
6c7acdbd9e Merge branch 'movie-spec-stage-fade-fix' into 'master'
Movie mode: special stage intro fade recording fix

See merge request STJr/SRB2!229
2018-04-21 16:12:46 -04:00
Monster Iestyn
9cdf87404e Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there.
This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect.

Note: Untested as of writing
2018-04-15 22:00:31 +01:00
Monster Iestyn
3fb12cf337 Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode 2018-04-15 19:59:57 +01:00
TehRealSalt
36b52e1c67 Merge remote-tracking branch 'refs/remotes/srb2public/next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/m_misc.c
2018-04-07 18:43:59 -04:00
Steel Titanium
d446f3420e Merge remote-tracking branch 'upstream/master' into dedicated-nosoundinit 2018-04-03 16:16:20 -04:00
Steel Titanium
759ea8cb42 Indentation fixup 2018-04-03 16:11:07 -04:00
Alam Ed Arias
cf6a30a8ef Merge branch 'master' into next 2018-04-03 15:48:06 -04:00
TehRealSalt
eaaf708381 This little thing slipped by the merge 2018-04-02 06:43:03 -04:00
TehRealSalt
428a134cda Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems 2018-04-02 06:39:26 -04:00
TehRealSalt
15f0e16344 Race lap linedef executor
Set up similar to NiGHTS Mare linedef executors. Give a sector the "Race
Lap" sector type, tag it, then set the frontside x-offset on the trigger
line to the lap it should activate on minus 1. There are a few flags you
can check on the trigger line to modify its behavior.
- Normally the executor will only trigger if its exactly on the lap
specified. Check Not Climbable to make it execute on laps equal to or
greater than, or check Block Enemies to make it execute on laps equal to
or less than.
- By default, the executor will check current lap with the person in
last's lap. Check E4 to instead find the current lap from the player who
triggered it. This flag is better for triggering events ahead of the
players, while the default effect is better for triggering events behind
the players.
2018-03-31 14:48:49 -04:00
TehRealSalt
00e913bbcc Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_baselib.c
#	src/p_inter.c
#	src/p_spec.c
2018-03-31 00:44:03 -04:00
TehRealSalt
0f6c79d983 I'm a huge idiot 2018-03-31 00:12:26 -04:00
TehRealSalt
8f69d14716 reset randmapbuffer in G_DeferedInitNew 2018-03-31 00:11:03 -04:00
Sryder
6f2de824fb Uncomment HWR_CorrectSWTricks but set gr_correcttricks to be off by default
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
2018-03-30 23:12:44 +01:00
TehRealSalt
1c0e9eb12c I just realized that SRB2's credits are listed in alphabetical order of last name
(I had to research the Polish alphabet to figure out where Fooruman's
name should've been, hah)
2018-03-30 14:14:08 -04:00
Sryder
0aaae501d3 Warnings must die 2018-03-30 18:53:23 +01:00
TehRealSalt
88b278e7bb oop 2018-03-30 13:33:01 -04:00
Sryder
f3aa02e26d Start with lightnum on sector lightlevel 2018-03-30 18:13:52 +01:00
Sryder
66f220d6ad Merge branch 'master' into openglquickfixes 2018-03-30 18:09:41 +01:00
TehRealSalt
fe645f8a53 Actually, I messed this up 2018-03-30 12:17:48 -04:00
TehRealSalt
7516a1dc0c Doing one more step to totally ensure that matchesplayed is unlocking stuff 2018-03-30 12:16:15 -04:00
TehRealSalt
a10a068f15 zzzzz 2018-03-30 00:53:32 -04:00
TehRealSalt
e974b6e4b7 MK rules for Battle scoring
and quick fix for karma items
2018-03-30 00:53:25 -04:00
TehRealSalt
3d8441fe54 Unsuck start boosts 2018-03-29 21:43:02 -04:00
Sryder
65c893da86 static tempsec for R_FakeFlat
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
2018-03-29 23:28:54 +01:00
TehRealSalt
e86aa94f74 Zigs & better scroll 2018-03-29 18:11:06 -04:00
TehRealSalt
2cc2b68e38 Oh boy another real name 2018-03-29 14:48:45 -04:00
TehRealSalt
0fe06a0089 Add the accent 2018-03-29 13:35:40 -04:00
TehRealSalt
6fa54576f6 Real naaaames 2018-03-29 12:57:41 -04:00
TehRealSalt
e9c2b09c24 Forgot to remove some debug stuff 2018-03-29 12:01:04 -04:00
TehRealSalt
cde733f850 Finished checklist 2018-03-29 11:43:56 -04:00
TehRealSalt
713fba7111 More full names, and more names 2018-03-29 01:34:31 -04:00
TehRealSalt
d4fba3be49 :( 2018-03-29 01:14:47 -04:00
TehRealSalt
84a5fac5e9 Start of a better unlockable checklist
Still WIP, doesn't display properly
2018-03-29 01:14:29 -04:00
TehRealSalt
f2bc7d16c9 Allow skipping (for real this time) 2018-03-28 22:12:45 -04:00
TehRealSalt
d07419b6ac Allow skipping 2018-03-28 21:52:35 -04:00
TehRealSalt
ad42a9f63c Some more credit adjustments 2018-03-28 20:32:53 -04:00
TehRealSalt
9dd14531ee More credit stuff 2018-03-28 19:27:26 -04:00
TehRealSalt
38b59aaaf1 Actually, ehhh, let's remove full names for everyone who hasn't went "yes, I want my full name on Kart's credits 2018-03-28 16:25:43 -04:00
TehRealSalt
caa000d5d6 A quick credits draft
Please give me corrections and people to add. I've not been here as long
as some people, so there is 100% probably people I missed
2018-03-28 16:17:04 -04:00
TehRealSalt
8e9d09121e Actually, this makes more sense :U 2018-03-28 15:28:50 -04:00
TehRealSalt
d7bb7734d3 Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc 2018-03-28 15:25:12 -04:00
TehRealSalt
84944f1a52 Idea: Make Boo make you invisible instead of flash in splitscreen
There's no way atm to make you flash on your screen but not on everyone else's, so I think just making you invisible on all of them keeps the original SMK intent of "you have to pay extra close attention to their screen to know where they are at all" better
2018-03-27 18:30:02 -04:00
TehRealSalt
ac6a996c0d HUD improvements
Most notably, Karma & Boo no longer appear on the minimap
2018-03-27 18:22:33 -04:00
TehRealSalt
acc9abca55 Items respawn in Battle properly again
and in a slightly less wasteful way.
2018-03-27 17:53:47 -04:00
TehRealSalt
e16bf1cf75 WIP karma item stuff 2018-03-26 20:36:16 -04:00
TehRealSalt
8bc2fa7b6c Fix errors 2018-03-24 08:13:33 -04:00
TehRealSalt
61f929168e Splitscreen sound improvements
- Fixed a simple oversight that prevented P3 and P4's sounds from ever
playing
- Changed how sound priority works, now compares distances between

(Untested as of commit since my computer wants a quick restart before it
compiles :V)
2018-03-23 22:50:42 -04:00
jameds
876d0fa58b Removed contradictory -connect check 2018-03-23 18:09:07 -07:00
Sryder
f62cb3a30a I've commented out the call to HWR_CorrectSWTricks.
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
2018-03-23 22:27:29 +00:00
jameds
a431197921 Fixed "invalid pointer" error when passing "" to Command_connect(). 2018-03-22 21:21:26 -07:00
Sryder
fab4b7f5ea Stop squashing the screen vertically in non-green resolutions 2018-03-22 01:10:53 +00:00
Sryder
839ee0ab85 OpenGL Sprite Splitting 2018-03-22 00:52:14 +00:00
Sryder
0885d27171 Transform sprites in world space rather than screen space
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
2018-03-21 19:45:37 +00:00
Sryder
4e95066f5a Some fixes and updates for HWR_SplitWall
Solid walls *can* be cut
Fix issues with water and fog FOFs not cutting each other out correctly
Fix Fog colourmap and lighting setting that is done here.
Remove HWR_SplitFog

There is currently a bug with FF_DOUBLESHADOW (that also exists in software) but has a larger impact here. When 2 FF_DOUBLESHADOW lights are directly stacked on each other the bottom one has its height set incorrectly. This causes all the Fog in the timed gravity flipping section of ERZ2 to be drawn and it looks really bad.
2018-03-20 14:20:08 +00:00
Sryder
f3d63b82ce Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 121fcd8369.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
a984d979d1 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder
31d1ef8db0 Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
Sryder
527df5c248 Fix OpenGL Title Screen Sky
My IDE doesn't seem to like Vada's name.
2018-03-17 15:11:32 +00:00
Sryder
6de0cc6bcc Remove the OpenGL only code from V_DrawPatchFill
That's all of the HUD drawing functions that are currently used updated in GL.
2018-03-17 14:47:06 +00:00
Sryder
a9214ebd37 Match HWR_DrawCroppedPatch to V_DrawCroppedPatch 2018-03-17 13:58:44 +00:00
Sryder
801f7547d3 Add the full-screen drawfill functionality to HWR_DrawFixedPatch 2018-03-17 13:26:43 +00:00
Sryder
7830c031f7 Make HWR_DrawFill match V_DrawFill 2018-03-16 19:46:45 +00:00
Sryder
7764a1bb5d Match HWR_DrawFixedPatch to V_DrawFixedPatch 2018-03-16 18:08:24 +00:00
Sryder
1b3e1f78af Translucent floors shouldn't write into the depth buffer 2018-03-15 23:59:01 +00:00
Sryder
5a4ea9fab3 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
TehRealSalt
ee977ca8db missed something 2018-03-14 16:37:42 -04:00
TehRealSalt
d99339ecd0 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/info.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_mobj.c
2018-03-14 16:12:15 -04:00
Alam Ed Arias
5a04145e43 Merge branch 'master' into next 2018-03-14 14:29:42 -04:00
Alam Ed Arias
1619b392f6 Merge remote-tracking branch 'public/master' 2018-03-14 14:26:07 -04:00
toasterbabe
fee8714109 i suck at the alphabet! 2018-03-14 16:55:33 +00:00
toasterbabe
a5ab9f01bb oh yeah this guy's name needs changing too 2018-03-14 16:49:10 +00:00
toasterbabe
68cb919205 down with cis 2018-03-14 16:47:19 +00:00
Sryder
4caff9c8e7 Merge branch 'debug-fix' 2018-03-14 10:11:10 +00:00
TehRealSalt
e5798f7490 Rename fake item to eggman monitor 2018-03-13 21:07:08 -04:00
Sryder
2a4a0f24d4 Fix Bombs
Use reactiontime instead of health so chain reactions can occur when multiple bombs are layered.
Make the check for nearby players happen BEFORE the spawning of explosion objects.
Remove MF_NOCLIPTHING and MF_MISSILE from bombs so they don't try and die when they hit the floor sometimes.
2018-03-13 11:07:08 +00:00
Sryder
0483c882cd Shadow optimisation
Done like Overlays, goes through a list of shadows ONLY
2018-03-13 05:58:57 +00:00
Sryder
f26c96175d Make sure it's a waypoint before doing distance calculations 2018-03-13 05:25:04 +00:00
Sryder
07c7bc05c5 Fix the item box related crashes
Removed Magnet item box pulling code. It's a mess, hacky, doesn't really help in races, and breaks things. We will implement something new for it soon.
2018-03-13 05:20:47 +00:00
Sryder
71c1a5b7e2 Use the constant, not a magic number 2018-03-13 02:54:49 +00:00
Sryder
e3de8ae75f Stop touching a random item box crashing debug builds 2018-03-13 02:51:14 +00:00
TehRealSalt
f25b2f0256 whoops 2018-03-12 01:23:42 -04:00
TehRealSalt
34d6d91577 what is this bullshit?!
r_local.h just got completely overwritten by a copy of r_draw.h.....
2018-03-12 01:21:35 -04:00
TehRealSalt
375f9a9291 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/d_netcmd.c
#	src/g_game.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_user.c
#	src/sounds.c
#	src/sounds.h
#	src/y_inter.c
2018-03-12 00:58:13 -04:00
Sryder
be0e5fe627 Comment out calls to CV_SetValue for cv_analog 2018-03-12 03:18:45 +00:00
Sryder
419b83ee27 Update dehacked lists
Why were all of these states and objects missing
2018-03-12 00:21:14 +00:00
TehRealSalt
517fcd4366 Better gamepad axis support 2018-03-11 18:07:28 -04:00
TehRealSalt
8cb73c8d25 Fixed mouse turning
Only works with spectating, and is affected by mirror
2018-03-11 13:12:09 -04:00
TehRealSalt
0d0e856619 Remove unused mousemove snippet 2018-03-11 12:58:33 -04:00
TehRealSalt
1b4f893385 Merge remote-tracking branch 'refs/remotes/srb2public/fof-slope-skew-backport' 2018-03-11 12:47:44 -04:00
Sryder
4edcb49c0e Merge branch 'master' of git@git.magicalgirl.moe:KartKrew/Kart.git 2018-03-11 06:38:43 +00:00
Sryder
367b037c4a Lower kart engine sound distance 2018-03-11 06:38:22 +00:00
TehRealSalt
10f04aea52 Disable "Play Credits" if you're in a game
I have no clue if it'd break or not if you used this in a netgame (my
gut feeling is "it would break"), but even if it worked it'd be stupid
:V
2018-03-09 20:57:13 -05:00
Louis-Antoine
aefe06e2ef Fix Lua panic when archiving a table element with an userdata key 2018-03-09 16:40:34 +01:00
Sryder
e4ed3a793b Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
121fcd8369 Fix screenshot functionality in fullscreen in SDL2 2018-03-08 22:28:38 +00:00
Monster Iestyn
145616b152 Merge branch 'master' into next 2018-03-08 19:35:51 +00:00
Sryder
77af3a8f95 Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +00:00
Sryder
67ee1637c9 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00