Commit graph

11177 commits

Author SHA1 Message Date
Jaime Passos
c64e231b2b Attempt to properly match Software texture blending
without messing with the original ASTBlendPixel function
2020-05-16 13:51:10 -03:00
Monster Iestyn
20e4d5ab9e lib_sStopSoundByID: fixed mixed declaration and code compiler warning 2020-05-16 16:14:47 +01:00
MascaraSnake
969c48fac8 Merge branch 'udmf-next' into udmf-polyobjects
# Conflicts:
#	src/p_polyobj.c
2020-05-16 11:18:47 +02:00
MascaraSnake
9b25ab27ca Merge branch 'stop-sound-by-id' into 'next'
S_StopSoundByID Lua support

See merge request STJr/SRB2!925
2020-05-16 04:55:46 -04:00
MascaraSnake
5d7bea6400 Merge branch 'more-demo-cleanup' into 'next'
More Demo code cleanup

See merge request STJr/SRB2!942
2020-05-16 04:52:31 -04:00
MascaraSnake
34d2bd49ca Merge branch 'signspinactiontypo' into 'next'
Fix A_SignSpin not being usable in Lua or SOC due to an error

See merge request STJr/SRB2!946
2020-05-16 04:49:33 -04:00
MascaraSnake
371a1851e3 Polyobject waypoint movement: Prevent infinite loop if all waypoints are in the same location 2020-05-16 10:24:06 +02:00
MascaraSnake
536e355cdf polywaypointdata_t: Turn reverse and continuous into flags 2020-05-16 09:49:30 +02:00
MascaraSnake
06dda9c69d EV_DoPolyObjWaypoint: Don't discard movement if you start at the last waypoint 2020-05-16 09:09:26 +02:00
MascaraSnake
3680b246c9 T_PolyObjWaypoint: We can find waypoints in constant time now, so no need to store the waypoint mobj in the thinker anymore 2020-05-16 09:03:02 +02:00
MascaraSnake
1057c0f7c1 T_PolyObjWaypoint: If the polyobject reaches its target exactly, find next waypoint in the same tic 2020-05-16 08:49:03 +02:00
MascaraSnake
e422d1fa1d Rewrite T_PolyObjWaypoint to move more smoothly 2020-05-16 08:45:06 +02:00
Steel Titanium
69c86c63b3 Fix A_SpinSpin not being usable in Lua or SOC due to an error 2020-05-15 23:05:29 -04:00
MascaraSnake
ed9b76e4b9 Merge branch 'opengl-character-select-mipmap-memory-leak-fix' into 'next'
Fix colormap mipmap memory leak on the character select in OpenGL

See merge request STJr/SRB2!943
2020-05-15 16:41:19 -04:00
MascaraSnake
8f4ed5af62 Merge branch 'nights-character-select' into 'next'
Character select in Nights mode.

See merge request STJr/SRB2!862
2020-05-15 16:39:38 -04:00
toaster
a5150e07fd * Swap location of Tutorial and Marathon Run, per sphere's suggestion.
* Lock Marathon Run if Record Attack isn't available, to avoid confusing new players.
2020-05-15 21:32:54 +01:00
toaster
a615de3504 Correctly reset map/timer for retries where the first map in Marathon Run is LF_NORELOAD (by forcing a reload when the retry option is used). 2020-05-15 21:17:57 +01:00
James R
1ccca987cb Jart? What's that? 2020-05-15 12:57:31 -07:00
Jaime Passos
288d7166bc Fix ASTBlendPixel outputting empty pixels if the background pixel was empty, BUT if the foreground pixel had no alpha at all 2020-05-15 16:41:39 -03:00
Jaime Passos
00ac9deb5b Fix missing sprite column 2020-05-15 16:17:31 -03:00
Jaime Passos
dd3c7aa0af Fix colormap mipmap memory leak on the character select in OpenGL 2020-05-15 15:58:20 -03:00
Jaime Passos
5e28e358ad Fix memory leak 2020-05-15 15:45:00 -03:00
MascaraSnake
0508f99419 T_PolyObjWaypoint: Move duplicated movement code into its own function 2020-05-15 17:35:07 +02:00
toaster
9686ad2d70 * In-game timer option! Doesn't tick in intermission or in lag, only when a frame is actually run. Realtime option remains default.
* Tweak retry behaviour to restart timer and not subtract life if you're on the first level and haven't hit a checkpoint yet.
2020-05-15 16:33:20 +01:00
toaster
1e3e9c81ac Remove emblem hints from Marathon Run (I think Options is good just for the sake of live events, though). 2020-05-15 15:23:31 +01:00
toaster
47419ce0df Introducing "antisplice" - a pair of small highlights on the Marathon bar that is based on the real time the executable has been open for and *isn't* restored with the Live Event Backup, making spliced runs basically intractable. 2020-05-15 15:08:45 +01:00
toaster
f06206cd5f Fix "press any other key" sending you to HOM hell. 2020-05-15 14:24:29 +01:00
toaster
271c6d354b Re-order Marathon bar to be drawn before FPS and captions if applicable. 2020-05-15 13:39:27 +01:00
toaster
4348ebdfa8 Make live event backup files savedata specific (new format: live%s.bkp, where %s is the time attack folder name/savegame name - so vanilla's is livesrb2sav.bkp). 2020-05-15 13:37:06 +01:00
toaster
2aa542d2bf Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into marathonmode
# Conflicts:
#	src/doomdef.h
2020-05-15 13:23:37 +01:00
toaster
e99d38ffaf Make a falsy useBlackRoc prevent doing Black Rock sparkle calculations and Egg Rock pulse sounds. 2020-05-15 13:19:52 +01:00
MascaraSnake
9cd9d2e0d7 Merge branch 'carry-dust-devil' into 'next'
Add carry types to Dust devils

See merge request STJr/SRB2!886
2020-05-15 02:50:29 -04:00
Jaime Passos
1a79f6246d Merge remote-tracking branch 'origin/next' into pictureformats 2020-05-15 01:34:54 -03:00
James R
2ec97b87a0 This is SRB2 2020-05-14 17:29:36 -07:00
James R
57c7df74d9 Rename hms123311.c to http-mserv.c
HMS lives on in our hearts!

(cherry picked from commit e8a2397deaacdd7dc6f80717755bc89161247cb5)
2020-05-14 17:28:55 -07:00
James R
fec8879797 Use Unlock_state here too
(cherry picked from commit a6ce21b450644a79b08b9533166704c7ef093816)
2020-05-14 17:28:55 -07:00
toaster
d593e2e1bb Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.

Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).

Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.

Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 23:10:00 +01:00
Monster Iestyn
ee520b4a0d split significant chunks of G_CheckDemoStatus into their own smaller functions, also give writing demo checksums its own little function 2020-05-14 20:57:21 +01:00
kaysrishaq
70896f9095 clean whitespace 2020-05-14 07:42:06 -04:00
kaysrishaq
c2a54acae3 Minor reorganization 2020-05-14 07:17:58 -04:00
kaysrishaq
fd31c5cd5e Update
Worked out some edge cases that had resulted in tracks restarting in the same format when they shouldn't - or tracks not switching to the other format when they should.

Removed stray }
2020-05-14 06:33:03 -04:00
kaysrishaq
53252f0d14 Merge branch 'next' into musicpref-var 2020-05-14 03:38:38 -04:00
James R
0b9c20cc70 ok 2020-05-13 17:52:49 -07:00
ZipperQR
6a9543b1c2 no message 2020-05-14 03:35:46 +03:00
James R
ae45333535 Revert "Use new two digit version number for HMS"
This reverts commit 7d2b3b0877.
2020-05-13 17:31:51 -07:00
James R
4b19a3321b Bind HMS connection with -bindaddr 2020-05-13 17:26:53 -07:00
James R
fb6572f080 Reset the masterserver address if the old one was set by the config 2020-05-13 17:26:34 -07:00
James R
35419cd77e Clarify where debug prints go when using masterserver_debug 2020-05-13 17:26:34 -07:00
James R
d91d7773be Use IPv4 for master server connections
Your server's address is gathered from the request, so it needs to be IPv4!
2020-05-13 17:26:34 -07:00
James R
7d2b3b0877 Use new two digit version number for HMS 2020-05-13 17:26:34 -07:00