toasterbabe
95ac0fa9a0
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
2016-07-08 13:20:24 +01:00
toasterbabe
64ef2798a2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
...
# Conflicts:
# src/d_clisrv.c
# src/d_clisrv.h
2016-07-07 01:08:51 +01:00
toasterbabe
2d01e3f045
First hardcoded work for our good old friend Boss number 5.
...
(Look, I know I shouldn't be hardcoding things at this stage... but things broke terribly when I tried to convert A_BrakLobShot to Lua, so.)
2016-07-05 20:39:45 +01:00
Alam Ed Arias
4d6a3e3398
FUNCMATH fun
2016-06-12 16:08:48 -04:00
Alam Ed Arias
6271adcbe7
make sure !BLUA EXE works without warnings
2016-06-12 16:08:48 -04:00
Alam Ed Arias
c23b40fa9c
Merge branch 'public_next' into master
2016-06-02 18:39:08 -04:00
wolfy852
919e3ed0e2
Make token available to Lua as a global variable
...
Reviewed by @RedEnchilada
2016-06-01 21:06:24 -05:00
Alam Ed Arias
032313260a
Merge branch 'public_next' into master
2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b
copyright dates/statements updated and such
...
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Inuyasha
50d3fe15b8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/d_main.c
# src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Arias
771c1ecb8a
Merge pull request #68 from Yukitty/revert-Lua-angles
...
Revert "Change angle_t handling in Lua."
2016-03-09 11:58:51 -05:00
Inuyasha
a7cb049b65
leave a dummy string in dehacked, nothing more.
...
a courtesy fuck you to gitlab for making me have to keep
the previous screwed up bullshit in this branch.
2016-03-09 06:23:57 -08:00
Inuyasha
f40cfb0271
Revert "MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh"
...
This reverts commit 4625118ee8
.
2016-03-09 06:22:40 -08:00
Monster Iestyn
4625118ee8
MFE_DUMMY now exists to fill the slot where MFE_PUSHED was, bleh
2016-03-09 14:03:20 +00:00
JTE
54f95eb387
Revert "Change angle_t handling in Lua."
...
This partially reverts commit ef0e61fc33
.
2016-03-09 08:38:10 -05:00
Inuyasha
1ee01063e3
All SRB1 objects, states, and sprites removed.
2016-03-09 02:54:09 -08:00
Inuyasha
b61959051e
Revert "Revert "MF2_PUSHED is now MFE_PUSHED...""
...
This reverts commit 694220155e
.
2016-03-09 01:30:52 -08:00
Inuyasha
317161221d
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-03-09 01:23:48 -08:00
Inuyasha
6aa708b5af
I don't think we need the BLUE_SPHERES define anymore...
2016-03-09 00:49:35 -08:00
Inuyasha
694220155e
Revert "MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!"
...
This reverts commit c8c7878005
.
# Conflicts:
# src/dehacked.c
# src/p_mobj.c
# src/p_mobj.h
2016-03-08 21:30:12 -08:00
Inuyasha
c956b498c8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
e6f7b8ab26
Merge branch 'version-constants' into 'next'
...
Version constants for Lua
Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.
See merge request !55
2016-03-03 22:33:36 -05:00
Inuyasha
a8bca89dbd
Merge branch 'backport_unslot-music' into 'next'
...
BACKPORT: removal of music slots
Relevant commits cherry-picked. Basically everything except the internal music track name switches.
See merge request !43
2016-03-03 22:31:21 -05:00
Monster Iestyn
560d7d9aae
Sideways springs, horizontal hog-launchers, perpendicular plungers...
...
Call them what you like, they're in the game now
2016-03-03 22:38:06 +00:00
Inuyasha
7349cbdbc0
Backwards compatibility.
...
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
wolfy852
b0cbc8ab2a
Lua slope manipulation stuff!
...
Warning: Incomplete. Very prone to crashing and I might not have handled some things properly. Use with caution.
2016-03-02 23:47:06 -06:00
wolfy852
ab288a7d1a
Allow Lua to read VERSION, SUBVERSION, and VERSIONSTRING constants
2016-03-01 17:48:10 -06:00
Inuyasha
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
...
# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Inuyasha
372002d2ad
Merge branch 'backport_state-animations' into 'next'
...
BACKPORT: FF_ANIMATE simplistic state animations
this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.
~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~
See merge request !45
2016-02-29 03:04:00 -05:00
Inuyasha
f5ba192f0b
remove extraneous va() calls
2016-02-25 23:31:48 -08:00
Inuyasha
8c17dac589
The concept of "music slots" doesn't exist anymore.
...
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2
)
# Conflicts:
# src/p_user.c
2016-02-09 02:48:33 -08:00
Inuyasha
58e685353a
Attempt 2 at special stage fades.
...
More basic in execution.
2016-02-09 02:43:24 -08:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
...
most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
wolfy852
bd1231764e
Merge remote-tracking branch 'remotes/origin/master' into dashmode
2016-01-25 21:41:41 -06:00
Alam Ed Arias
3bfc402241
whitespace cleanup
2016-01-21 13:53:21 -05:00
Inuyasha
01dd3e9bd5
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into spr2-freeslots
2016-01-15 02:29:51 -08:00
Inuyasha
9ba43e1d01
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
2016-01-15 02:20:34 -08:00
Monster Iestyn
732003bcb9
Quick fixes for unsigned-signed compiler warnings
...
probably not the most ideal way of doing this to be fair though
2016-01-14 17:11:16 +00:00
Inuyasha
a4badcfe54
Revert the revert because it turns out Rob is a doofus
...
player.dta was in a sort of mishmashed half designed for one SPR2 layout and half the other.
This reverts commit cc0fbf1c1b
.
2016-01-14 06:35:10 -08:00
Inuyasha
cc0fbf1c1b
Revert "Several changes to split jump anims from spin anims:"
...
This reverts commit 27b65e3569
.
2016-01-14 04:57:17 -08:00
Inuyasha
24d1874fd6
Merge branch 'Rob-request-player-anims' into 'master'
...
Rob request player anims
[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point
See merge request !22
2016-01-14 00:52:26 -05:00
Inuyasha
437b0ac692
Merge branch 'reduced_palette' into 'master'
...
Reduced palette
You guys should know what this is by now. If you don't, you really need to catch up. =P
We should check with toaster and others involved to check this thing is actually ready to go though, the number of changes to the palette itself over the last year has been absurd.
See also http://git.magicalgirl.moe/STJr/SRB2Internal/issues/8
See merge request !13
2016-01-13 21:03:12 -05:00
Inuyasha
dcde68912a
Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors
2016-01-03 19:30:46 -08:00
Monster Iestyn
27b65e3569
Several changes to split jump anims from spin anims:
...
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
Monster Iestyn
b043520411
NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is)
2016-01-03 10:29:53 -06:00
Inuyasha
1b8a38bd56
Merge branch 'reduced_palette' into 'repeat-monitors'
...
Reduced palette -> repeat monitors
As the graphics use the new palette anyway.
https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
See merge request !15
2016-01-03 00:59:40 -05:00
Wolfy
82b4320c61
Merge branch 'reduced_palette' into 'dashmode'
...
Merge reduced palette into dashmode branch
This is necessary for Metal Sonic to work.
See merge request !14
2016-01-03 00:08:29 -05:00
wolfy852
ebd2bdd1c8
Add CA_DASHMODE to the game
...
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
2016-01-01 14:53:29 -06:00
Inuyasha
98f652aca6
Big monitors are "Gold Monitors" now.
...
The useless ones have been removed, too, and they should always spawn as what they should regardless of settings.
By the way, graphics are at https://dl.dropboxusercontent.com/u/3518218/22/monitorgfx.wad
2015-12-31 15:29:08 -08:00
Inuyasha
265a607b58
rewrite of monitors to accomodate repeat use monitors.
...
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
2015-12-31 08:38:23 -08:00
Yukita Mayako
4e2cc2c200
Fixed more logic bugs.
...
SPR_FIRSTFREESLOT is not the same as SPR2_FIRSTFREESLOT.
What was I, drunk?
2015-11-10 20:46:10 -05:00
Yukita Mayako
24ab56691e
Fixed spr2 freslot logic bug.
2015-11-10 20:33:29 -05:00
Yukita Mayako
2b6e65f122
Added missing comma to COLOR_ENUMS string array after "ROSY".
...
It's not SKINCOLOR_ROSYSUPER1, after all.
2015-11-09 16:45:35 -05:00
Yukita Mayako
ca7151f1c2
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into reduced_palette
...
Conflicts:
src/dehacked.c
2015-11-09 14:34:26 -05:00
Monster Iestyn
fed463f1d2
NextLevel for level headers can now take the special strings "Title" "Evaluation" or "Credits" in place of their usual numbers (optionally, that is)
2015-11-08 17:50:05 +00:00
wolfy852
1ed5407821
update stuff
2015-11-07 13:56:21 -06:00
Yukita Mayako
14e8ac702f
Added freeslots for SPR2.
...
Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
2015-10-31 14:45:42 -04:00
Sryder13
5209787ebd
Rename Colours
2015-07-25 14:07:05 +01:00
Sryder13
9847668863
New Colours
2015-07-24 23:39:53 +01:00
Alam Ed Arias
22433bcb54
Merge branch 'new-animations' into 'master'
...
New player animations (Updated player.dta Sonic)
Adds support for several completely new player animations, mostly for Super Sonic.
See merge request !5
2015-06-22 09:59:39 -04:00
Yukita Mayako
496662bec5
Super float animation.
...
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako
ffec58c09c
Add PA_EDGE to handle Super teeter animation bug.
...
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias
fb5cba78d3
Merge branch 'public_next' into private
...
Conflicts:
src/p_mobj.c
2015-06-18 10:54:53 -04:00
Alam Ed Arias
ac5c8f10e9
Merge remote-tracking branch 'public/lua-32bit-changes' into next
...
Conflicts:
src/lua_mobjlib.c
2015-06-18 10:22:07 -04:00
Alam Ed Arias
a03fc205b4
Merge branch 'hotfix-pltz' into 'next'
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Re-add/fix broken platform momz mobj code.
The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.
Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv )
See merge request !14
2015-06-18 10:04:54 -04:00
STJrInuyasha
45515df790
Make sure "word" in readlevelheader gets reset
...
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580
(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
2015-06-13 15:56:28 -07:00
Yukita Mayako
36cf4c1bd2
Fix comma error.
2015-06-09 19:53:35 -04:00
Yukita Mayako
fc649ce195
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
...
Conflicts:
src/dehacked.c
src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako
c16516ef0d
Partial revert.
...
This partially reverts commit a1c67e7e67
.
2015-05-29 17:22:31 -04:00
Yukita Mayako
b17e39a701
Add missing string constants.
2015-05-29 15:52:38 -04:00
Yukita Mayako
99066429de
Add PF_SHIELDABILITY to dehacked.
2015-05-29 15:49:12 -04:00
Yukita Mayako
a1c67e7e67
Add MFE_APPLYPMOMZ to fix camera movement.
...
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Yukita Mayako
e9c1771017
Add new spindash animation.
...
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako
ff181d099c
Add new player animations.
...
Added drowning to all players, and several new
Super animations for Sonic.
Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
2015-05-29 00:56:02 -04:00
Yukita Mayako
4a1f0ce91c
New attract shield active
...
Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
JTE
ef0e61fc33
Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
...
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
Ronald Kinard
91934d5aec
Merge branch 'next' into internal-master
...
Synchronize the following MRs to internal:
* STJr/SRB2!6
* STJr/SRB2!8
* STJr/SRB2!9
* STJr/SRB2!10
Conflicts:
src/doomdef.h
src/p_map.c
2015-04-14 19:33:38 -05:00
Wolfy
55bfb4ffe8
Re-fix the server global variable in Lua
2015-04-08 13:46:30 -04:00
MonsterIestyn
d915a8142d
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
JTE
7964f3b044
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
MonsterIestyn
16b2dc3b54
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:20 -06:00
MonsterIestyn
55c1ad4368
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:17 -06:00
MonsterIestyn
234300d4b6
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:03 -06:00
MonsterIestyn
c93ae69d9d
Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
JTE
272d8e3f91
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:59 -06:00
JTE
2e8a5a3495
Updated dehacked.c to match info.h new player states.
...
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8996 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:54 -06:00
JTE
b2681984a6
Merge branch 'player-animations'
...
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 01:59:38 -06:00
Alam Arias
8bee6bef59
Make sure clear_conditionsets feeds in 1 to MAXCONDITIONSETS instead of 0 to MAXCONDITIONSETS-1, so that M_ClearConditionSet can use them all properly AND clear all condition sets properly.
...
Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
2015-01-09 23:55:56 -05:00
Alam Ed Arias
73b3287b19
SRB2 2.1.14 release
2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Wolfy
8a4ec56ef5
Merge the dedicatedserver and server global variables
...
Previously in Lua, dedicatedserver would only return true if the player running the script was the one hosting the dedicated server. In all other cases, it would return nil. This fixes it to point to the server host no matter what.
2014-09-05 20:23:32 -04:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -04:00
wolfy852
d6b466b7dd
Add skin flag for running on water
2014-07-05 03:23:49 -05:00
wolfy852
39ce16a468
Add the Jump Thok ability for use by custom characters
2014-07-05 02:50:07 -05:00
Alam Ed Arias
8a9759a3e4
SRB2 2.1.8 release
2014-04-19 13:41:29 -04:00
Alam Ed Arias
02a3b0776c
SRB2 2.1.7 release
2014-04-14 01:14:58 -04:00
Alam Ed Arias
15bd266cac
SRB2 2.1.5 release
2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
Alam Ed Arias
2fed5d1270
SRB2 2.1.3 release
2014-03-18 13:56:54 -04:00
Alam Ed Arias
a03da73115
SRB2 2.1.2 release
2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00