Commit graph

12019 commits

Author SHA1 Message Date
toasterbabe
006d25eaac * On Mystic's request, tweak to conditions to always show immediate feedback for everything except thokking.
* Melee attack hotfix.
2017-02-06 23:34:19 +00:00
toasterbabe
0e40299f3e Replace hacky flag abuse with timer (which can be used later when developing pushing sprites). 2017-02-06 20:36:21 +00:00
toasterbabe
61ec599830 * Handles spindash, etc better.
* Handled better up against walls.
* Now always catches thok and thoklikes.
2017-02-06 20:19:17 +00:00
toasterbabe
371940205b ICE PHYSICS FUN https://gfycat.com/ActualComplicatedBonobo 2017-02-06 18:11:33 +00:00
toasterbabe
90f7ae0188 * Handle more missing cases where it should've been forced - namely analog mode, shield abilities, and waterslides
* Have special handling for carrying.
* Use rmom* instead of mom* - so conveyors are handled properly
2017-02-06 17:31:48 +00:00
Monster Iestyn
f9b41898a9 Don't allow skipping stats in record attack/nights attack 2017-02-05 22:04:29 +00:00
toasterbabe
d670189c89 * Fixed the Mode Attack cv_nextmap issue Salt found.
* Improved the defaulting system to work cross-gametype.
* Cleaned up the code. Less hacks!
2017-02-05 21:20:32 +00:00
Monster Iestyn
591fe13cc0 Merge branch 'dedicated-console-fix' into 'master'
Dedicated console shift-down fix

This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc.

Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V

Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time!

See merge request !163
2017-02-05 14:44:50 -05:00
toasterbabe
260b461c39 Drawangle.
Mystic wanted it, just play it - too busy to give proper commit description. Will outline everything it is in the merge request when that happens.
2017-02-05 18:15:20 +00:00
Monster Iestyn
dc249c6cd5 D_ModifierKeyResponder now checks for ev_console as a "key down" event
console window uses ev_keyup too so don't worry about turning off
2017-02-04 23:26:37 +00:00
toasterbabe
abc218de38 I am bad at conditions. 2017-02-04 21:41:43 +00:00
toasterbabe
5170fafcac * CA_BOUNCE is now more pleasant to control.
* CA_MELEE can now break downwards like CA_BOUNCE, and CA_TWINSPIN can break both up and downwards.
2017-02-04 18:25:16 +00:00
toasterbabe
ba652864a6 Revamped roll-on-landing to work even from jumping, for the purposes of slopes! (But not from PF_THOKKED.)
Salt has wanted this for a while, and this was the only branch I had open which it was appropriate for. :P
2017-02-04 17:08:14 +00:00
toasterbabe
c04ee6bfb7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-02-04 15:19:02 +00:00
Monster Iestyn
9a2b7b2091 Better plan, use ?: for deciding between floorz/ceiling checks based on gravity 2017-02-03 20:13:16 +00:00
Monster Iestyn
659a62db88 Make sure rocks spawned by the rock spawners despawn when they're on the floor and not moving 2017-02-03 18:47:20 +00:00
Monster Iestyn
823aa7d24d Merge branch 'td-render-fix2' into 'master'
TD render fix 2: Electric boogaloo

This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation?

See merge request !160
2017-02-03 12:27:03 -05:00
toasterbabe
3aa7573c86 Made code repetition less. 2017-02-02 16:10:37 +00:00
toasterbabe
42518a1759 For consistency purposes, added trailing ellipses to level selection prompts I added. 2017-02-02 16:02:07 +00:00
toasterbabe
590ffae391 Maximum length for name strings on level platters. http://i.imgur.com/FFXmVlY.png 2017-02-02 12:52:39 +00:00
toasterbabe
55e736250a Clear out some irrelevant/redundant functions now there are no non-platter Level Selects available. 2017-02-02 12:32:02 +00:00
toasterbabe
05ebc93f6c After discussion with Mystic and Rob, you now keep your lives, score and emerald count when changing maps in Co-op mode. Reset when you declare -force. 2017-02-01 21:31:35 +00:00
toasterbabe
8625c8bfbd Removed extraenous space. 2017-02-01 21:30:10 +00:00
toasterbabe
8ebb4a3c3f Making things nicer for the server creation menus of 2P mode and NONET executables. 2017-02-01 17:36:19 +00:00
toasterbabe
4efeb02978 Added some useful options to the Server setup menu, including a jump-link to the relevant Options screen. Think it should be a little smarter designed, though, but I'd rather commit what I have then let it languish. 2017-02-01 17:21:04 +00:00
toasterbabe
873e768a44 Server page (and splitscreen server page) started.
http://i.imgur.com/jJ3YZUd.png

Will be discussing what to do with the space freed under "server options" the heading on IRC tomorrow.

(MI, if you're looking - the mistake was that I set up an IT_CALL menu line as IT_CVAR by mistake, which of course caused a crash when trying to get ((consvar_t *)M_GameTypeChange)->string. ;P )
2017-01-31 23:56:09 +00:00
Monster Iestyn
72bd3e28ed Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00
toasterbabe
3cb2f178c6 Getting closer to done.
Updated the mid-game gametype/level select menu! Just need to combine it with the server creation menu, and then I'll be ready to make a merge request...
2017-01-31 18:48:50 +00:00
toasterbabe
b5fef5f46a Forgot to vertically align collected emblems on nights page 2017-01-31 11:04:50 +00:00
Monster Iestyn
66a45c653a Merge branch 'td-render-fix' into 'master'
TD rendering freeze fix

This is a fix for the Lava Mountain freeze issue from TD (KartKrew/TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough.

See merge request !159
2017-01-30 20:00:57 -05:00
Monster Iestyn
3212ee0b0f Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
2017-01-30 21:08:13 +00:00
toasterbabe
f56f76692c Put size of BEST GRADE back to 2.1 levels. To make space for it, I left-aligned * LEVEL RECORDS *. http://imgur.com/a/3i7GT 2017-01-30 20:55:31 +00:00
toasterbabe
8d3804a201 * Renamed the confusing "Reselect Level" to "Back to Level Select".
* Updated layout of NiGHTS attack page to match Records attack.
* Improved code.
2017-01-29 22:00:07 +00:00
toasterbabe
df3ba30263 * Revamped Time and Nights attack.
Still need to figure out the way to sort pressing esc on reselect level sending you back to the title screen. This will need further whittling before I can call this a solved section and move onto MP stuff.
2017-01-29 19:25:43 +00:00
toasterbabe
a23da9ae43 * Level Platter system added to Record/NiGHTS Attack modes.
* Made quality-of-life improvement for starting the player off on the "right" map more reliable.
2017-01-28 13:13:03 +00:00
toasterbabe
3574b598d6 * Make unlockable levels (as opposed to ones which are part of the main campaign) have a different coloured (dark orange) text background.
* Better comments.
2017-01-28 10:34:58 +00:00
toasterbabe
70068c664d * Dark blue background behind text underneath map icons.
* Traditional menu cursor now added.
2017-01-28 00:56:28 +00:00
toasterbabe
2737d08107 * Singleplayer save-complete level select now following new system.
* More comprehensive "pick up where you left off" system.
* Made individual map name selection actually take into account the map name AND the act number if the heading isn't the zone name.
2017-01-27 23:16:35 +00:00
toasterbabe
7178ae5916 Hefty refactor.
* Named all the new functions/etc "Platter" instead of "NewList", to make maintenence easier and also because it sounds delicious.
* The code, as a whole, is much cleaner.
* Allows for multiple items under the same heading now, with highlights and spacing consistently handled.
* Allows for picking up where you left off between menus now (assuming the same map is available on multiple screens).
* Defined M_CanShowLevelInList in terms of the two compartmentalised functions cleaved from it, in order to ensure consistency and prevent code duplication.
2017-01-27 14:42:57 +00:00
toasterbabe
521ab3ca1a The visuals now work nicely. Future work involves porting this with minimal code repetition to the other sections of the game that use the old level select system. 2017-01-27 00:02:47 +00:00
toasterbabe
4a68f191c8 Mostly-complete structural work, very much incomplete rendering work. 2017-01-26 19:14:52 +00:00
toasterbabe
d2d88a919b * Allowing for changing skins on command line startup again.
* Fixing an inconsistency with being able to change skin colours when you shouldn't be able to, much like the previous skin change issue that was fixed.
2017-01-26 12:47:47 +00:00
Monster Iestyn
cfb5a9d904 Merge branch 'better_papercollision' into 'master'
Better papercollision

Diagonal bounding boxes are no longer root 2 larger than they should be. Testwad is <root>/toaster/sawb.wad. Nice and simple.

See merge request !49
2017-01-25 17:34:43 -05:00
Monster Iestyn
d0861a084a Merge branch 'master' into crumble-FOF 2017-01-25 19:38:07 +00:00
Monster Iestyn
18d018b8ff Merge branch 'master' into opengl-improvements 2017-01-25 19:37:35 +00:00
Monster Iestyn
08baf2ebb8 debugfile is only used by DEBUGFILE code, no need to declare/define it for anything else 2017-01-25 19:36:32 +00:00
Monster Iestyn
58abd6f056 Merge branch 'master' into lua-more-stuff 2017-01-25 17:32:08 +00:00
Monster Iestyn
921b57e904 Merge branch 'slopewall_transfer' into 'master'
Slopewall transfer

As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch.

Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless.

Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you).

See merge request !66
2017-01-25 12:30:20 -05:00
Monster Iestyn
fb73c36a4a Merge branch 'patch_hardcode' into 'master'
Hardcode some stuff in patch.dta

Does what it says on the tin. I wanted to do the Christmas objects before creating the merge request, but it's advisable to block patch.dta's updating as little as possible, and I'm slowing down on my own development speed, so better move quickly.

Also, I hardcoded a nicer rolling trail aura from smiles.wad/smilespatch.wad, a nicer fire from new CEZ1, made the Koopa shell more fun and made the spinning flame jet WAY less hacky.

Check <root>/!LatestSRB2Files/ for srb2win_branch_hardcode.exe and the patch.dta fork it runs off, which includes all the necessary changes here.

See merge request !65
2017-01-25 12:26:56 -05:00
toasterbabe
97a6f786a3 De-meming. 2017-01-25 17:23:57 +00:00