Commit graph

398 commits

Author SHA1 Message Date
SwitchKaze
cb3a8f7a58 Remove key stuff 2021-04-02 15:46:08 -05:00
SwitchKaze
eb2dc9e99b Mouse improvements 2021-04-02 15:46:08 -05:00
SwitchKaze
3faa98cf4a Expose inputs to Lua 2021-04-02 15:45:59 -05:00
SwitchKaze
6bf76602ed Refactor mouse 2021-04-02 15:22:22 -05:00
Jaime Ita Passos
a1e0aa1812 Fix "implicit declaration of function 'DEH_TableCheck'" warning 2021-02-27 12:04:48 -03:00
X.organic
205ccc2727
Move Dehacked table sanity check to deh_tables.c 2021-02-16 19:46:31 +01:00
James R
f180a1fc3c Merge branch 'holy-zip' into 'next'
Disallow pk3s with extra bytes

See merge request STJr/SRB2!1275
2020-12-10 15:21:20 -05:00
James R
2ab71571aa Merge branch 'high-resolution-timer-2' into next 2020-12-10 02:55:02 -08:00
James R
445d040795 Don't print W_VerifyFile errors more than once 2020-11-28 20:51:21 -08:00
Jaime Ita Passos
5293c52bca Remove SHORT macros for referencing patch width/height/offsets 2020-11-22 20:02:47 -03:00
Jaime Ita Passos
abe35fd008 Some interface fixes 2020-11-22 17:22:18 -03:00
Jaime Ita Passos
5e890ee6f8 Merge branch 'next' into spritestuff2 2020-11-19 00:52:43 -03:00
James R
b72789b0c9 Huge perfstats refactor
I needed to update it to make it functional with the precise timer. But I also
got sick of looking at the mess of sprintf followed by draw call.
2020-11-07 01:32:59 -08:00
Louis-Antoine
50d2c95470 Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2.git into resend-gamestate 2020-10-24 16:21:44 +02:00
James R
d279489753 Merge branch 'perfstats' into 'next'
Performance stats

See merge request STJr/SRB2!1186
2020-10-18 15:33:20 -04:00
Jaime Passos
b15bbd505c Merge branch 'next' into patch-stuff-again-2 2020-10-10 17:01:10 -03:00
Hannu Hanhi
4f20a20165 Performance stats 2020-10-10 22:12:34 +03:00
gm3k4g
2cc8de2bdd Added splitscreen command line parameter 2020-10-05 00:12:13 +03:00
James R
8a8e0ceda2 Move HU_LoadGraphics after startuppwads are loaded
This is needed for graphics replacements to take effect.
2020-10-02 11:54:58 -07:00
James R
1cfb1f673b Add wads from the -file parameter after netvars are registered
This is so netvars registered by any lua scripts will load in the correct order.
2020-10-01 16:50:31 -07:00
Lachlan Wright
982435cf86 Merge branch 'more-stats' into 'next'
Add tic and UI times to render stats

See merge request STJr/SRB2!1125
2020-09-25 08:54:01 -04:00
Steel Titanium
db6bd42eb1 Allow the game to continue even if the STARTUP lump is somehow missing 2020-09-01 14:46:03 -04:00
Steel Titanium
4509cd3798 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into replace-purefat 2020-09-01 13:54:27 -04:00
James R
b2226e95d6 Merge branch 'master' into next 2020-08-31 16:10:05 -07:00
James R
e593610862 Fix NOHW compiling 2020-08-31 16:09:41 -07:00
Steel Titanium
4eaa7e969f Add new STARTUP lump, for the splash screen 2020-08-28 17:11:38 -04:00
Hannu Hanhi
dd7d1e40b1 Add tic and ui times to render stats 2020-08-23 20:09:55 +03:00
Jaime Passos
78cc4a78d0 Refactor renderer switching 2020-08-14 22:27:16 -03:00
Louis-Antoine
9dd5c11322 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into resend-gamestate
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
#	src/d_net.c
#	src/p_saveg.c
#	src/p_saveg.h
2020-08-13 13:53:10 +02:00
James R
a808294c0c Merge branch 'kill-cd-support' into 'next'
Kill CD support

See merge request STJr/SRB2!1102
2020-08-09 20:48:25 -04:00
James R
23f218117c Merge branch 'http-mserv' into 'next'
HTTP Based Master Server + Multithreading

See merge request STJr/SRB2!940
2020-08-09 20:24:26 -04:00
Jaime Passos
91ed56ef40 Refactor patch loading 2020-08-08 05:16:47 -03:00
Steel Titanium
dff0e87e03 Kill CD support 2020-08-07 17:06:19 -04:00
Steel Titanium
0d48d4c833 WIP: Remove support for DOS
WIP because I don't know if this wording is right for the error.
2020-07-25 18:55:51 -04:00
James R
93615b07be Merge remote-tracking branch 'origin/next' into http-mserv 2020-07-13 08:58:43 -07:00
James R
00ceca8cc6 Merge remote-tracking branch 'origin/master' into next 2020-07-12 17:11:22 -07:00
James R
479bbeacbe Merge remote-tracking branch 'origin/next' into http-mserv 2020-07-11 17:41:46 -07:00
James R
99e0c48f7b Fix a lot of stuff related to the version automation 2020-07-10 22:39:46 -07:00
James R
1757002ddb Automate VERSION/SUBVERSION; move version related definitions to version.h
CMake support. Srb2win.rc still needs touchy, whatever.
2020-07-10 22:20:33 -07:00
Jaime Passos
5c5d907251 gr_ -> gl_ 2020-07-06 01:15:08 -03:00
SteelT
bff6b19056 Merge branch 'marathonmode' into 'next'
MARATHON RUN

See merge request STJr/SRB2!941
2020-06-17 19:36:10 -04:00
Steel Titanium
3946309ece Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into sal-oglshaderport
# Conflicts:
#	src/hardware/r_opengl/r_opengl.c
2020-06-17 18:15:07 -04:00
LJ Sonic
bc2edb2ae4 Merge branch 'snake' into 'next'
Add a Snake minigame to the file transfer screen

See merge request STJr/SRB2!903
2020-06-10 07:38:37 -04:00
Hannu Hanhi
abe13651d0 OpenGL draw call batching system 2020-06-07 21:20:52 +03:00
Hannu Hanhi
da98ea242e Merge remote-tracking branch 'upstream/next' into shaders-224-next-merge 2020-06-07 20:01:05 +03:00
sphere
71cf31fcaf Fix the "Custom skincolors" branch not compiling with GCC 10. 2020-05-28 18:43:04 +02:00
SwitchKaze
46191cade7 Update to 2.2.4 2020-05-22 16:47:51 -05:00
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
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