Commit graph

1685 commits

Author SHA1 Message Date
STJrInuyasha
b2c71944f6 Revert "Chat and console improvements" 2016-11-03 00:34:15 -07:00
Alam Ed Arias
941df72b6f Merge branch 'master' into next 2016-11-03 02:06:49 -04:00
Inuyasha
c277125fe7 modifier key status made globally accessible
now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
Inuyasha
8107765677 make console back color use just one section of memory
let's be honest, it's pretty dumb to have every single possible back colormap in memory when only one is being used at a time
2016-11-02 14:26:35 -07:00
Louis-Antoine
8b72b553be Fixed warnings 2016-11-02 20:10:08 +01:00
Louis-Antoine
2d72b2fac6 You can now move the cursor in command prompt and chat, using left/right, ctrl+left/right, home/end, and select text with shift 2016-11-02 19:31:06 +01:00
Alam Ed Arias
67d2211bca whitespace: cleanup 2016-11-01 15:54:52 -04:00
Monster Iestyn
4d46190418 Merge branch 'public_next' 2016-10-30 19:34:54 +00:00
Alam Ed Arias
5fed10913f Merge branch 'master' into next 2016-10-30 13:02:01 -04:00
toasterbabe
f77c3444a3 Don't use shield abilities after the armageddon's used up! 2016-10-30 14:23:53 +00:00
toasterbabe
6570912b1a Fixed gold monitor collision (which relied upon the shitty old collision blocking in order to not destroy your momentum) to work with my slopes_n_objects fixes from public next. 2016-10-30 14:09:51 +00:00
toasterbabe
08a4fc8382 Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump. 2016-10-30 14:01:56 +00:00
Alam Arias
51cb45cd4b Merge pull request #119 from ilag11111/linux64-soundcrash-fix
Prevent resampling-related crashes on Linux 64-bit
2016-10-29 14:14:41 -04:00
toasterbabe
5a798bddbd Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 17:14:45 +01:00
Monster Iestyn
82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe
1c1af15b4f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 16:56:50 +01:00
toasterbabe
ab6fd676b5 YUP, I just fixed OGL Precipitation with this branch too. What the fuck? Squashing ancient bugs, woo. 2016-10-29 11:54:51 -04:00
toasterbabe
ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn
b1a53f6623 Merge branch 'public_next' 2016-10-29 16:52:43 +01:00
Monster Iestyn
8b5abd957c Merge branch 'slopes_n_objects' into 'next'
Fixing various problems with MF_SOLID collision

(I, toast, wrote the original merge request, but Alam made this merge request because I made a mistake. Twice. In a row.)

* Solid objects are now no longer intangible when your z is less than the other object's.
    * I originally thought the bug was limited to just solid objects on slopes (hence the branch name), and was wondering about undesired side effects - but looking at this gfy, this was a major bug that slopes made easier to expose.
    * Unfixed = http://gfycat.com/BareLimitedCavy
    * Fixed = http://gfycat.com/JubilantOffensiveGar
* You now properly lose your momentum when jumping at a solid object.
    * The way I fixed this was a hack, but it was originally a much worse hack which resulted in very bizzare physics issues, so...
    * Unfixed = http://gfycat.com/ShockingAbsoluteArthropods (also demonstrates the first bug)
    * Fixed = http://gfycat.com/EmbellishedCourageousGordonsetter

See merge request !119
2016-10-29 11:19:37 -04:00
Monster Iestyn
2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe
8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe
fe67c6fbea Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2.git into shield_issues 2016-10-29 16:06:41 +01:00
toasterbabe
b9e7abe7ff Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 15:59:45 +01:00
Monster Iestyn
f4ddaf51ab Merge branch 'public_next' 2016-10-29 15:37:53 +01:00
Alam Arias
dfc83a5483 Merge pull request #128 from Yukitty/fix-animdefs
Fix ANIMDEFS process order
2016-10-28 22:45:37 -04:00
toasterbabe
bfdaf5ee90 Fixed the Force stop's scaling properly. Woo! Branch is basically done now. 2016-10-24 20:51:23 +01:00
toasterbabe
a533701d85 You know what, let's make this less hacky. 2016-10-24 18:53:22 +01:00
toasterbabe
cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +01:00
Monster Iestyn
c42e7ee4b4 Merge branch 'next' into slopes_n_objects 2016-10-24 16:50:06 +01:00
toasterbabe
bf873f8a9b Fixed a heinous modding bug with not properly updating dehacked.c, and added pf_SHieldability to debug. 2016-10-24 16:30:40 +01:00
toasterbabe
ea30450180 Minor correction to force-hud conditional. 2016-10-24 14:45:26 +01:00
toasterbabe
0ee2937392 Adding ShieldSpecial hook. (Activates under different circumstances to the JumpSpinSpecial hook, and can be used to cancel existing shield actions.) 2016-10-24 13:52:52 +01:00
toasterbabe
162c04c370 Bubblewrap shield now bounces on enemies and monitors instead of piercing through them. 2016-10-24 13:33:10 +01:00
toasterbabe
0ccf6fe6a9 I commented out this line a while ago because it didn't seem to be important, and flashingtics seems to be thoroughly set elsewhere. Here's an actual removal so it stands out on the git diff. 2016-10-24 12:43:54 +01:00
toasterbabe
3ce411b62a Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.) 2016-10-24 12:35:40 +01:00
toasterbabe
a5a6ceff71 More thorough Mario soundification for new shield sounds. 2016-10-23 22:21:42 +01:00
Monster Iestyn
a7c8c60379 Merge branch 'master' into damage-control 2016-10-23 21:08:17 +01:00
toasterbabe
3e3f595f1e Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 20:39:05 +01:00
toasterbabe
45d32b7f7c * Flameaura shield now has boosh sprites.
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
Monster Iestyn
6bf8e3dcad Merge branch 'development_stuff' into 'master'
Development improvements

An improvement to Objectplace I've wanted to make for a loooong time.

* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.

Also, some changes to the devmode overlay:

* Plays nicely with showfps on - see http://imgur.com/a/zSzvm for the various cases (showfps on, devmode 65535, and both).
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
* "Flags:" replaced with "PF:", "Heap used" replaced with "Heap". The latter is a debatable change, but the former isn't - otherwise the line is way too long compared to the rest of the stuff.

See merge request !45
2016-10-23 14:42:57 -04:00
toasterbabe
cfc9302bd3 Minor fix to ensure PF_FORCEJUMPDAMAGE is always known. 2016-10-23 17:05:17 +01:00
toasterbabe
956a8358c2 Important component for nojumpspin characters. 2016-10-23 16:26:36 +01:00
toasterbabe
c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe
76ff26e6fb Revert "Thorough jumpdamage setting."
This reverts commit 8720252059.
2016-10-23 15:53:12 +01:00
toasterbabe
c18c014bef Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 14:47:37 +01:00
toasterbabe
8720252059 Thorough jumpdamage setting. 2016-10-23 14:42:37 +01:00
Monster Iestyn
e390598e13 Fix objectplace controls text so it displays "Weapon Next/Prev" 2016-10-23 14:35:35 +01:00
Inuyasha
fa187c5ae7 Merge branch 'unslot-music' into 'master'
Hardcoded music name switches

Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.

Should be accepted when music.dta is updated.

See merge request !17
2016-10-23 06:46:33 -04:00
Inuyasha
9d5e0b314b Autoload music_new.dta if it exists
Same no non-music lump requirement as music.dta, and is ignored with no error if music_new.dta doesn't exist
(should hopefully make playing around with music easier)
2016-10-23 03:44:51 -07:00
Monster Iestyn
bd153d83b7 Merge branch 'nix-srb1' into 'master'
Remove SRB1 Remake data

What it says on the tin.

See merge request !47
2016-10-22 22:18:36 -04:00
Monster Iestyn
dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +01:00
Monster Iestyn
326ad8a14f Merge branch 'wallscrollbylinedef-fix' into 'master'
Wallscrollbylinedef fix

See commit description.

See merge request !43
2016-10-22 09:52:07 -04:00
toasterbabe
5ad7fc8495 A better check than for skin==0. 2016-10-21 12:34:16 +01:00
toasterbabe
6abd4d20d3 Further tightening. 2016-10-21 12:31:06 +01:00
toasterbabe
bda630ce41 I could do better than the previous commit. 2016-10-21 11:57:59 +01:00
toasterbabe
4c0ef9f0a3 * No ridiculously-fast float animation.
* No falling when you accidentially press spin.
2016-10-21 11:48:41 +01:00
toasterbabe
b34dc93a18 Fix to the previous commit to basically do what I wanted it to do as opposed to accidentially altering behaviour of jumping on crawlas. 2016-10-21 11:31:44 +01:00
toasterbabe
a053b117e1 Moved the Super Sonic hover over to holding down the jump button (which conveniently links it pretty closely to the thok, which could be called the Float Thok or something I dunno.)
Also, only one shield ability is selectively blocked by being Super now, and that's because Invincibility does it too and therefore I assume that's a match balance thing instead of a keyboard clash.
2016-10-21 11:08:32 +01:00
toasterbabe
f145898ca4 Woops. 2016-10-20 21:39:58 +01:00
toasterbabe
769962c884 Minor cleanup. 2016-10-20 21:15:41 +01:00
toasterbabe
59fccab8e5 Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields. 2016-10-20 20:55:15 +01:00
Monster Iestyn
3bc29919c2 Merge branch 'public_next' 2016-10-20 16:38:39 +01:00
toasterbabe
c1a8dd9a37 Minor refactor of what I did last night - as a modifiable state instead of hardcoded references. 2016-10-20 13:44:03 +01:00
Monster Iestyn
8e660ce863 Merge branch 'drawscaled-scalefix' into 'next'
v.drawScaled negative scales fix

Lua now errors if you try to use negative scales with v.drawScaled, rather than crashing as it does in 2.1.16 currently. Not much else to say here.

See merge request !126
2016-10-19 21:11:44 -04:00
toasterbabe
8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
Yukita Mayako
cdb841ef54 Only P_InitPicAnims when wads are loaded.
Not in P_SetupLevel. That's just dumb.
2016-10-19 03:24:43 -04:00
Yukita Mayako
aa3e52f05e Fix ANIMDEFS parsing to allow overwrite.
ANIMATED and ANIMDEFS are now processed in reverse order,
and duplicate definitions in ANIMDEFS are dropped.
2016-10-19 03:24:26 -04:00
Monster Iestyn
f72e8a8ff8 Merge branch 'reverseplatform_clippingfixed' into 'next'
Fixing FF_REVERSEPLATFORM clipping fixes

Forgot the case where == 0.

Tested by @wolfy852 in Top Down, where the bugs this caused were first discovered.

See merge request !121
2016-10-18 17:19:48 -04:00
Monster Iestyn
fc44e53056 Merge branch 'slopes-even-more-fixes' into 'next'
Even more slope-related fixes

What it says on the tin pretty much:

Currently included fixes:
* Pusher specials applied to FOFs did not properly account for slopes applied to the bottom plane; this probably was just a minor slipup that appeared on adding the support in the first place, I take it? (some waterfall in the last section of SUGOI's Fudge Canyon is the only place I can think of offhand where this bug is noticable)

See merge request !114
2016-10-18 17:19:13 -04:00
Monster Iestyn
e1baf02b7a Lua now errors if negative scales are used with v.drawScaled 2016-10-18 22:07:20 +01:00
toasterbabe
6f1ce5c1ca Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slopes_n_objects 2016-10-18 21:56:40 +01:00
toasterbabe
9b4c81ed0b Thundercoin shield complete. 2016-10-17 23:22:04 +01:00
toasterbabe
0e73924ebb Changed the pity shield sound to one with a higher volume. 2016-10-17 21:24:10 +01:00
toasterbabe
51ffa6d5ea Kill an overlay if the target is removed between P_AddOverlay and P_RunOverlays. 2016-10-17 21:23:58 +01:00
toasterbabe
beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +01:00
toasterbabe
e107fe498b Adding new sounds for SRB2 shields. 2016-10-17 18:01:43 +01:00
toasterbabe
366e282495 Cleaned up the shield-ability stuff to be cleaner (and reduce MT_OVERLAY thinking). 2016-10-17 14:39:32 +01:00
toasterbabe
c693af96b1 * Bubble bounce completed (minus graphics).
* Flame burst fixed with respect to scale.
2016-10-17 14:03:32 +01:00
toasterbabe
76b30df528 * Slower Bubblewrap animation.
* Corrected bounce height for Elemental underwater.
* Using Elemental ability in goo is cancelled.
* Different Attract failure sound.
2016-10-17 00:27:29 +01:00
toasterbabe
76700241f6 Leaky Mario mode bug fixed. 2016-10-16 22:59:25 +01:00
toasterbabe
5ff507213b * Some shield constants renamed.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe
2acfc72d86 Made P_SwitchShield take into account the force shield, then made A_ForceShield take the number of bonus hitpoints as its var1. (Also, drowning timer is properly reset by ALL protectwater shields, not just elemental.) 2016-10-16 12:45:31 +01:00
toasterbabe
ace44df8b4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-16 01:32:05 +01:00
toasterbabe
aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +01:00
toasterbabe
3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
Monster Iestyn
8931a6f0fb Merge branch 'public_next' 2016-10-15 22:31:56 +01:00
toasterbabe
6e47a07a04 Fixed monitors not making sounds if you had that monitor already and it wasn't mariomode. 2016-10-15 17:58:08 +01:00
toasterbabe
05aefc3ede Removed bit of code that'd never run. 2016-10-14 18:11:31 +01:00
toasterbabe
2d85b146ea Messed up the force shield stuff when implementing SH_MUSHROOM. 2016-10-14 14:44:49 +01:00
toasterbabe
91f9770caf Fixed up the coin-looping. 2016-10-14 11:23:13 +01:00
toasterbabe
2903180dee Treat the loss of the mushroom as a weapon-ring-spilling event in Mario-themed ringslinger, based on comments MI made on IRC about how different mariomode ringslinger would be. 2016-10-14 11:09:46 +01:00
toasterbabe
5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe
8f1493e135 Start big. (He's been on the same powerpoint slide for 30 minutes now.) 2016-10-13 15:49:35 +01:00
toasterbabe
a119db3a85 Coins are no defense now! (This lecture is boring.) 2016-10-13 15:36:37 +01:00
toasterbabe
80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe
4997564d30 I like this timing more. 2016-10-12 23:55:16 +01:00
toasterbabe
a36912baef In Mario mode...
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
2016-10-12 23:47:18 +01:00
toasterbabe
dff9209bd2 A fix for the thing where you can get stuck inside a Mario block that has a monitor in it. 2016-10-12 22:06:40 +01:00