MascaraSnake
5590343043
Rename P_LoadThingsOnly to P_RespawnThings to make it clearer that it doesn't actually reload the things from the file, it just respawns them.
2019-12-28 14:13:26 +01:00
MascaraSnake
3971067cf3
Remove some old #if 0'd code
2019-12-28 14:03:48 +01:00
MascaraSnake
303e6cee4a
Merge branch 'next' into mapload-refactor
2019-12-28 13:59:24 +01:00
MascaraSnake
ceca99e3c5
Fix accidental removal of sector_t's spawn_lightlevel initialization
2019-12-28 13:58:23 +01:00
MascaraSnake
e9376a8353
Cleaned up some more stuff in P_LoadLevel()
2019-12-28 12:48:32 +01:00
MascaraSnake
c059146937
Move more P_LoadLevel parts into subfunctions
2019-12-28 11:37:56 +01:00
MascaraSnake
319ed09c00
Rename P_SetupLevel to the more accurate P_LoadLevel and separate out some of its content into subfunctions
2019-12-28 11:30:39 +01:00
Alam Ed Arias
61a0197339
Merge branch 'next' into gametype-clownery
2019-12-26 14:48:04 -05:00
Nev3r
a932b54b26
Merge branch 'mapdataload_refactor' into 'next'
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Mapdataload refactor
See merge request STJr/SRB2!568
2019-12-25 06:21:49 -05:00
Nev3r
c4a017ddf0
Move flat caching code to the map data load function.
2019-12-25 12:05:40 +01:00
Jaime Passos
7e5ec552ee
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-25 06:09:00 -03:00
MascaraSnake
f11caefed7
Merge branch 'spawnhoopsandrings_refactor' into 'next'
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Hack P_SpawnHoopsAndRings into little pieces
See merge request STJr/SRB2!572
2019-12-25 03:00:07 -05:00
Jaime Passos
3622829504
Merge remote-tracking branch 'aaaaaaaa/next' into gametype-clownery
2019-12-24 17:55:46 -03:00
James R
0780e48f86
Merge branch 'titlecard2' into 'next'
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More customisable title card
See merge request STJr/SRB2!552
2019-12-24 14:47:55 -05:00
MascaraSnake
a57f903933
Move bonus time handling into new function P_SetBonusTime()
2019-12-24 12:52:43 +01:00
MascaraSnake
dd01fce1a8
Separate P_SpawnHoopsAndRings into different functions:
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-Hoops are spawned in P_SpawnHoop
-Item patterns are spawned in P_SpawnItemPattern
-Ring-like items are spawned normally via P_SpawnMapThing
-Bonus time items are spawned via P_SpawnBonusTimeItem, which is a wrapper for P_SpawnMapThing
2019-12-24 10:50:49 +01:00
Jaime Passos
89b4a558a8
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-23 23:08:16 -03:00
Jaime Passos
630c06b7b0
Turn GTR_CHASECAM into GTR_FIRSTPERSON.
2019-12-23 19:24:06 -03:00
Nev3r
9a9f72f598
Don't reload mapthings in P_LoadThingsOnly() as they should no longer be modified past the mapload procedure.
2019-12-23 16:37:44 +01:00
Nev3r
d6a86c37b2
P_PrepareRawThings() is now where it was supposed to be at; moved save and flat & texture caching related functions to the end of P_LoadMapData().
2019-12-23 16:36:26 +01:00
Nev3r
bb54597552
Remove redundant netarchive-related sector vars as they're not used anymore.
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Replace lump-based difference checks for sectors in P_NetArchiveWorld(), now it uses the mapload-created copy instead.
2019-12-23 12:42:38 +01:00
Nev3r
eadf953957
Store a copy of sectors, lines and sides in memory so that P_NetArchiveWorld() can soon use them instead of relying on re-opening the original lumps.
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Fix print type issue.
2019-12-23 12:30:32 +01:00
MascaraSnake
579362fd3b
P_LoadMapData(): Throw an error if resources are not found.
2019-12-22 23:22:15 +01:00
MascaraSnake
a4fde93fbb
Merge branch 'next' into virtres
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# Conflicts:
# src/p_setup.c
2019-12-22 23:02:47 +01:00
Jaime Passos
0accadf02f
Merge remote-tracking branch 'origin/next' into gametype-clownery
2019-12-19 02:15:45 -03:00
Jaime Passos
ea5e0d28ed
More gametype rules yay!!
2019-12-18 01:54:45 -03:00
Jaime Passos
254d812901
More customisable title card
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Add TitleCardZigZag, TitleCardZigZagText and TitleCardActDiamond fields to SOC.
Add the same fields to Lua under their internal names.
Turn map header level flags into an UINT16, so that NoTitleCard works. (NOBODY caught this, I'm actually disappointed.)
2019-12-18 00:28:58 -03:00
James R
4da57653eb
Merge branch 'spawn_z_refactor' into 'next'
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(UDMF prereq.) Spawn Z refactor
See merge request STJr/SRB2!536
2019-12-16 23:21:07 -05:00
MascaraSnake
79350992df
Some more cleanup of map loading code
2019-12-16 00:17:20 +01:00
MascaraSnake
bb3440d021
Minor cleanup of virtual resources code
2019-12-16 00:04:48 +01:00
MascaraSnake
8a6e244e60
SpawnEmeraldHunt() -> P_SpawnEmeraldHunt()
2019-12-15 09:49:54 +01:00
James R
14674223e8
Merge branch 'opengl-is-a-bad-renderer' into 'master'
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OpenGL fixes
See merge request STJr/SRB2!519
2019-12-14 16:48:50 -05:00
Jaime Passos
b7c7529e75
Don't reset the FOV
2019-12-12 17:06:04 -03:00
Nev3r
c64a9d7ae9
Stop things from becoming Chocapic in THZ3, ACZ2, and special stages.
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Temporarily revert function call order for mapthings.
2019-12-12 11:37:48 +01:00
Nev3r
ec9f727e53
Move map data load procedure to separate functions.
2019-12-12 11:16:55 +01:00
Nev3r
43cbad200c
Move loading functions around a bit and refactor the stage data allocation code.
2019-12-12 10:35:38 +01:00
Jaime Passos
ea129f701c
Fix Ploadflat closing the game with "Too many flats in level" error message
2019-12-11 22:45:47 -03:00
Nev3r
a87a9e6ff6
Remove wrappers and dupes for map lump reading, as they are no longer used.
2019-12-11 14:40:31 +01:00
Nev3r
9952bae5ee
P_MakeMapMD5() now uses virtres.
2019-12-11 14:20:08 +01:00
Nev3r
4d86dc11a6
'prepare' mapthings using virtres in P_LevelInitStuff(). Whether 'preparing' them or not is actually necessary is another matter.
2019-12-11 13:54:15 +01:00
Nev3r
bf5a2c68d5
P_SetupLevel() no longer makes distinction on whether the map is a WAD in a PK3 or not.
2019-12-11 13:22:07 +01:00
Nev3r
d2cbdd4fb1
Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.
2019-12-11 11:10:31 +01:00
Nev3r
8466dc5813
Move mobj spawn Z calculating to a separate function.
2019-12-10 18:03:15 +01:00
Nev3r
3dfa526eea
Separate Emerald Hunt emerald spawning into another function.
2019-12-10 14:21:08 +01:00
Nev3r
6fe6db8e18
Removed seemingly redundant (and incorrect) mapthing Z load code.
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The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
2019-12-09 14:05:22 +01:00
Nev3r
8ea7dd418a
Move the axis spawning code out of the mapthing read function, and read the mapthing z in the mapthing read function.
2019-12-09 13:26:31 +01:00
Alam Ed Arias
e91a689478
Merge branch 'master' into opengl-is-a-bad-renderer
2019-12-08 12:50:45 -05:00
Alam Ed Arias
1d0cd586ba
P_AddWadFile: the PK3 may not have folders
2019-12-08 12:35:21 -05:00
Jaime Passos
d74f2a003b
HWR_FreeMipmapCache already calls HWR_FreeMipmapCache indirectly
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(done by calling HWR_LoadTextures, which in turn calls HWR_FreeTextureCache)
2019-12-08 04:40:29 -03:00
Jaime Passos
4c808cb7e2
Actually don't even call HWR_FreeMipmapCache between levels because I feel like it's futile outside of PWAD loading
2019-12-08 04:32:25 -03:00
Jaime Passos
cc12496e9c
Optimize mipmaps
2019-12-08 03:23:37 -03:00
MascaraSnake
a3549cc8f2
Merge branch 'datestuff' into 'master'
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Date stuff
See merge request STJr/SRB2Internal!618
2019-12-06 16:10:36 -05:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
Jaime Passos
c0cc742fb8
Remove unnecessary function parameters from title card code
2019-12-05 01:58:19 -03:00
Jaime Passos
b646922967
fix Ploadflat warning
2019-12-04 15:41:29 -03:00
MascaraSnake
f9460434f8
Merge branch 'savedatareorder' into 'master'
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Savedata load order of operations change
See merge request STJr/SRB2Internal!583
2019-12-03 02:18:06 -05:00
Alam Ed Arias
b5738620c1
Fixup compiling errors
2019-12-02 12:12:26 -05:00
toaster
6e278c1138
Change the order of operations such that savedata info is loaded before mapthings are spawned, so that if you have all the emeralds, the emerald objects won't spawn in BCZ2 if you use the SP savefile's level select to go to it directly.
2019-11-30 15:52:41 +00:00
lachwright
5719a93211
Fix 'Speeding off to...' placement in non-greeen resolutions
2019-11-26 00:16:46 +08:00
Jaime Passos
e850d42bc2
fix RA fade
2019-11-23 18:15:09 -03:00
MascaraSnake
aabddd69f1
Fixed a missing space in the "Speeding off to..." text
2019-11-23 18:51:32 +01:00
Jaime Passos
faa305a2f2
Fix crossfades
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Fixes NoReload using the wrong wipestyle.
Also fixes non-titlemap title screen wipes using the wrong wipestyle.
2019-11-22 17:44:42 -03:00
toaster
3add9a9bd2
Make the SPEEDING OFF TO ZONE text that appears while loading:
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* Use a mixed case "Zone" to match the mixed case level titles.
* Have V_TRANSLUCENT to not stick out too much against pure black/white backgrounds. (Can revert this aspect if necessary, but I think you'll agree it's a good balance between readable and aesthetic.)
2019-11-19 13:00:37 +00:00
Jaime Passos
8a05afa1aa
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-18 18:48:19 -03:00
Jaime Passos
6920d20a0f
map header option
2019-11-18 14:08:47 -03:00
Jaime Passos
e40bf85a6f
lua
2019-11-18 13:50:44 -03:00
Jaime Passos
4ea3513076
Organize
2019-11-18 12:56:41 -03:00
Jaime Passos
9d17614c55
arg
2019-11-18 11:42:45 -03:00
Jaime Passos
6c98dde736
stuff
2019-11-18 11:39:54 -03:00
Jaime Passos
c15ee65015
LEVELWIPES
2019-11-15 18:21:12 -03:00
Jaime Passos
6be45ec241
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-14 20:24:42 -03:00
MascaraSnake
b0786f12de
Merge branch 'coop-item-respawn' into 'master'
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Allow item respawn in co-op again
See merge request STJr/SRB2Internal!466
2019-11-14 18:06:32 -05:00
Jaime Passos
d95a93b537
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-14 19:57:51 -03:00
MascaraSnake
8f6890025c
Merge branch 'secretstuff' into 'master'
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The letter
See merge request STJr/SRB2Internal!438
2019-11-14 17:49:23 -05:00
Louis-Antoine
cccf1c8a7b
Disable perfect bonus in multiplayer
2019-11-14 19:25:19 +01:00
Jaime Passos
8506d420a6
Optimise
2019-11-14 14:12:36 -03:00
Jaime Passos
10d1b63ff2
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-14 12:49:03 -03:00
Jaime Passos
4292c5fc0b
Other things I missed. Also added SF_NONIGHTSROTATION. Do I even have to keep the old behaviour? I have no idea.
2019-11-14 12:27:22 -03:00
MascaraSnake
14477748be
Merge branch 'stopclock' into 'master'
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Stop the clock!
See merge request STJr/SRB2Internal!450
2019-11-13 14:39:59 -05:00
MascaraSnake
d591554a5d
Merge branch 'radiomode' into 'master'
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Radio mode
See merge request STJr/SRB2Internal!443
2019-11-13 04:16:38 -05:00
Jaime Passos
245881ec55
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-11-12 21:38:02 -03:00
Jaime Passos
3354169769
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-12 20:36:06 -03:00
MascaraSnake
66123b8165
Merge branch 'internal-md3-vanilla-c' into 'master'
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Internal MD3 merge 2 good riddance glBegin
See merge request STJr/SRB2Internal!362
2019-11-12 15:44:20 -05:00
Jaime Passos
b88a37949e
Use REDFLR for missing flats
2019-11-09 00:08:22 -03:00
Jaime Passos
ae838d4879
Merge remote-tracking branch 'origin/master' into texture-flats-optimization
2019-11-08 23:01:29 -03:00
toaster
d8ad0b4eaa
STOP THE CLOCK linedef exectutor!
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* When activated, stops the timer in SP/MP.
* Applies to the mapheader countdowntimer as well.
* If you're playing Record Attack, also exits the level immediately.
* It has no special modes, no linedef flags, no parameters, nothing.
* Only not an innate property of A_BossDeath because people may want it to NOT happen sometimes, or make it happen with non-boss events too.
Also, skip over calling P_DoPlayerExit if the player isn't in game.
2019-11-08 15:47:12 +00:00
toaster
5f8671b100
Sound test is cool now!
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https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif
* Port MUSICDEFs from Kart.
* Safe to modify without modifying game, so we can put it in music.dta eventually.
* "Title", "AltTitle", "Authors" fields are self-evident.
* "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select).
* "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test.
* Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test).
* Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left).
* Change V_DrawFixedPatch to allow scaling on two seperate axes.
* Now called "V_DrawStretchyFixedPatch".
* "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes).
* Available to Lua under v.drawStretched!
* Even works in GL!
* Bugfix: Add SR_PLAYER to SOC's menutypes_list.
Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
2019-11-05 16:23:46 +00:00
Jaime Passos
00d76bd9ef
fix fades for real
2019-11-05 12:10:42 -03:00
toaster
915e50a1e4
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
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Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
toaster
e3fe542f31
Prevent desync with modeattacking.
2019-11-01 16:25:28 +00:00
toaster
67f5b2245f
Secret stuff. (I intend to keep candid discussion of this outside of any commits; you'll see me write up a comment describing what's going on here soon.)
2019-11-01 15:48:50 +00:00
Jaime Passos
94ab276508
Merge remote-tracking branch 'origin/master' into f_wipes
2019-10-28 23:14:00 -03:00
Jaime Passos
a22af36305
add r_patch.c
2019-10-28 15:28:42 -03:00
Jaime Passos
79e99dc471
Merge remote-tracking branch 'origin/master' into rotsprite_i
2019-10-28 14:29:10 -03:00
MascaraSnake
03c5b70fc5
Merge branch 'newmenus' into 'master'
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Better looking menus, nametags and much more. (Resolves #245 and #244 and #252 )
Closes #245 , #244 , and #252
See merge request STJr/SRB2Internal!389
2019-10-25 17:46:16 -04:00
James R
e15ffd2bc8
Optimize texture/patch/png/flat flat caching
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SIGSEGV in the case where you have a TEXTURES entry, but no texture or flat,
has been fixed.
Missing flats for now yield a HOM instead of REDFLR as well.
OpenGL also doesn't work yet. And I'm too tired for now to bother with it.
2019-10-20 20:24:03 -07:00
Steel Titanium
3e0a9cf742
Revert my old attempt of making the level music fade out before game over jingle
2019-10-19 14:36:30 -04:00
toaster
910df54fb5
Added some examples of cvars that can use named values.
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* Pandora's box now has infinite lives show up as "Infinite" instead of "-1".
* `pointlimit None`
* `timelimit None`
* Ported `basenumlaps` (with "Map default" value) from Kart to replace `usemaplaps`, for if Circuit ever gets shown any love ever again.
* `respawndelay Off`
* `resynchattempts Don't`
2019-10-15 11:49:37 +01:00
Jaime Passos
7746767735
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-10-06 17:40:41 -03:00
Steel Titanium
6b10ffb88f
Merge branch 'master' into newmenus
2019-10-01 16:52:31 -04:00