Commit graph

519 commits

Author SHA1 Message Date
toasterbabe
674ec3e515 Correction of the new default revitem setup. 2016-07-14 12:31:20 +01:00
toasterbabe
6e0c9f7e18 The "forcecharacter" level header now allows for hidden characters.
Also, new default for revitem to match player.dta, and an updated Force Skin netgame option name to reflect the fact it's string based now.
2016-07-13 22:28:23 +01:00
toasterbabe
76910a8e11 Sorry, one last change. I know I should be more certain when committing. 2016-07-13 20:24:39 +01:00
toasterbabe
f1b1e1aa9b I'm stupid. 2016-07-13 20:19:52 +01:00
toasterbabe
2ee22fc40a Dedicated servers have all skins unlocked for the purpose of forceskin.
Meanwhile, a sneaky sneaky for hiding hidden characters further.
2016-07-13 20:14:07 +01:00
toasterbabe
a108fcce5b Simplification of the hide check after discussion with Rob. 2016-07-13 19:10:31 +01:00
toasterbabe
824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
toasterbabe
8087cde5db Correcting a few cockups. 2016-07-13 13:26:21 +01:00
toasterbabe
b2bfe3737a Rudimentary SOC shuffling if you add a character with the same name as a previous character to prevent character select from breaking. 2016-07-13 12:17:53 +01:00
toasterbabe
fcfe8c0132 More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
2016-07-12 20:10:01 +01:00
toasterbabe
80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe
b5108afe16 Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.

Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 03:15:58 +01:00
toasterbabe
ee92e043b9 Preparation for hidden characters, making sure R_SkinAvailable was being used where appropriate.
Also, bugfix for something my optimisation introduced.
2016-07-11 23:40:31 +01:00
Alam Ed Arias
8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias
8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
toasterbabe
d8d8333719 S_SKIN now supports both DS* and sfx_* prefixes for sounds. 2016-07-10 13:22:49 +01:00
Monster Iestyn
5fd87351a8 Place precision of 4 on sprname string in the I_Error messages, so that you just get "PLAY" instead of "PLAYC2C8" or "PLAYA0" etc
This is so custom character creators won't get confused by having two different frames shown in the same message anymore, bleh
2016-06-13 22:52:20 +01:00
Alam Ed Arias
2c8008e11e NULL checks 2016-06-13 10:07:10 -04:00
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
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Inuyasha
7c79bbc0b3 Proper overflow checking, applied to FOFs and midtex's too
This fixes the annoying flickering when you pass by water, FOFs, tall grass, etc.
2016-05-02 05:29:30 -07:00
Alam Ed Arias
fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn
7830a9e27b Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2
I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
2016-04-10 20:27:55 +01:00
Monster Iestyn
69a58d8369 Fix lighting parity between resolutions for sprites and FOFs 2016-04-05 15:33:55 +01:00
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 Ed Arias
f84d76c683 Merge branch 'next' into portal-fix 2016-03-30 20:43:25 -04:00
Alam Ed Arias
51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias
d90536967d removed/remline ununsed code 2016-03-30 14:05:07 -04:00
Alam Ed Arias
b173c3e31e Merge branch 'next' into portal-fix 2016-03-07 16:44:59 -05:00
Monster Iestyn
ffa9a4e056 Removed the removal of SF_SUPER from skins other than Sonic
# Conflicts:
#	src/r_things.c
2016-02-29 01:16:17 -08:00
Monster Iestyn
dabc4415af Fix crash caused by drawing scaled, mirrored sprites semi-covered on the left side by portal edge
I suspect this crash was possible even outside the context of portals, but whatever
2016-02-13 18:11:50 +00:00
Alam Ed Arias
9470fc5567 use sizeu#() on size_t printing 2016-02-11 13:20:35 -05:00
Monster Iestyn
ae2b1e8ea1 Use <= instead of ==, so that sprites for second-tier portals and beyond still display
thx Red for spotting this
2016-02-06 21:06:52 +00:00
Monster Iestyn
166fafd717 Fixed div-by-zero crash relating to portals, drawsegs and midtextures
Had to remove Red's scale hack in order to do so, because it utterly fails when the drawseg doesn't actually belong to the portal in the first place.
2016-02-06 18:57:26 +00:00
Inuyasha
01dd3e9bd5 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into spr2-freeslots 2016-01-15 02:29:51 -08:00
Monster Iestyn
1e131d2786 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap

Conflicts:
	src/f_wipe.c
2016-01-14 16:40:55 +00:00
Monster Iestyn
734419d549 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.

Conflicts:
	src/f_wipe.c
2016-01-14 16:39:31 +00:00
Monster Iestyn
049689334d large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2016-01-13 22:50:14 -08:00
Inuyasha
2450e2d43c Merge branch 'sp-supers-for-everyone' into 'master'
Sp supers for everyone

Getting simple changes out of the way.

See merge request !21
2016-01-14 00:39:40 -05:00
Inuyasha
ef4aad3655 Merge branch 'monster's-miscellaneous-meddling' into 'master'
Monster's miscellaneous meddling

A miscellaneous assortment of code-cleanup and other changes, plus fixing up SRB2's tangent array so it behaves more as expected (especially on the Lua side).

More specific details of the changes:

(MUST-HAVE CHANGES)
* `finetangent[]` has been entirely redone in the same manner as finesine/finecosine.
* Lua's tan() function shifts `finetangent[]` results by `ANGLE_90` to get what you EXPECT it to return (e.g. `tan(0)` actually returns 0 now). This means finetangent itself doesn't need to change its general arrangment, this only affects Lua specifically.
* Lua's tan() function now also doesn't go out of `finetangent[]`'s bounds at all. Before, `tan(ANGLE_180)` through `tan(ANGLE_MAX)` and such would just give you values unrelated to the array in question, which was clearly a bad thing.

(CAN PROBABLY LIVE WITHOUT?)
* `finecosine`'s definition moved from r_main.c to tables.c.
* Created `P_CheckTimeLimit` for `cv_timelimit`, much like `cv_pointlimit` has `P_CheckPointLimit`. It cleans up `P_UpdateSpecials` a bit at least.
* Some code cleanup relating to translucency maps - these are kind of unimportant, I was about to stop `FF_TRANSMASK` being used everywhere, but this was apparently a bad idea so I backtracked a bit.
* Re-added `_MSC_VER` check around MSVC-specific code in doomtype.h, in case it wasn't defined (and `__OS2__` was). Also left a comment there regarding `__BYTEBOOL__`.
* Fixed an apparent copy+paste goofup in `joyaxis_cons_t[]` for the Wii-specific code.

See merge request !10
2016-01-13 22:22:53 -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
Monster Iestyn
8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
Monster Iestyn
f6eac1a6ac large dispoffset values no longer cause sprites to be distorted
more detailed description: vissprites now store dispoffset in a separate variable from (y)scale, and uses it to influence order between sprites without it affecting the actual drawing of the sprites themselves
2015-11-23 16:39:32 +00:00
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
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
Monster Iestyn
98ad63eb06 Partial undo of what I did last commit to make Inu happy again.
Note: polyobj_t's "translucency" is apparently a SIGNED integer, so in theory it's possible to get polyobj flats to use the "spanfunc = splatfunc" line using negative values. If this is not meant to happen, this should probably be fixed asap
2015-10-12 15:10:43 +01:00
Monster Iestyn
165aec3d34 FF_TRANSSHIFT is meant for transmaps linked to states, not anything else!
I'm surprised how the source code flew in the face of this fact for so long and just used it everywhere, that's just silly.
2015-10-11 22:23:40 +01:00
Monster Iestyn
368b458eee We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2015-10-10 17:57:35 +01:00
Monster Iestyn
210757f27b Removed the removal of SF_SUPER from skins other than Sonic 2015-10-02 13:45:51 +01:00
Alam Ed Arias
6ad1086128 Merge branch 'public_next' into master 2015-09-03 15:58:16 -04:00
Sryder13
721a5f9b4b Default Translation color + Neon Green change 2015-07-23 21:43:30 +01:00
RedEnchilada
1376f399d3 Sprite lighting obeys the slope overlords now 2015-05-18 00:23:44 -05:00
RedEnchilada
e83844796e Proper sorting fix for sloped FOFs and sprites 2015-05-17 21:49:13 -05:00
RedEnchilada
780c568aaf Fix sprite-to-plane sorting on sloped FOFs 2015-05-17 12:03:52 -05:00
RedEnchilada
3644d4d883 Minor code cleanup around renderer gunk
(Who let that silhouette == 1/etc thing sit there all those years? :V)
2015-04-30 00:41:29 -05:00
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
RedEnchilada
1078be3c30 Insert polyobject planes into their proper spot in the draw list; replace related hack with other hacks 2015-04-06 11:22:27 -05:00
MonsterIestyn
6cff0bba70 Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
fb47b046da Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:20 -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 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
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
1b0b9fa537 Merge branch 'master' of https://github.com/ilag11111/SRB2
With whitespace fixup
2014-03-28 11:58:35 -04:00
ilag11111
544682f140 Proof of concept fix for Sonic not being MD2-able 2014-03-27 18:04:03 -07:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00