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
1ee01063e3
All SRB1 objects, states, and sprites removed.
2016-03-09 02:54:09 -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
Monster Iestyn
560d7d9aae
Sideways springs, horizontal hog-launchers, perpendicular plungers...
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Call them what you like, they're in the game now
2016-03-03 22:38:06 +00:00
Inuyasha
e7ff405c52
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/hardware/hw_md2.c
# src/p_mobj.c
# src/p_mobj.h
2016-02-29 00:14:16 -08:00
Alam Ed Arias
77dc27d070
Merge branch 'next' into backport_state-animations
2016-02-26 02:06:57 -05:00
Alam Ed Arias
d09016c808
Merge branch 'public_next' into master
2016-02-09 14:19:50 -05:00
Alam Ed Arias
6000b5c980
Merge branch 'master' into next
2016-02-09 14:13:50 -05:00
Inuyasha
1bdd4cf641
backport state-animations from internal master to public next
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most other code in the branch did not come along for the ride.
2016-02-09 02:39:16 -08:00
Alam Ed Arias
68054a49e3
clang: cleanup
2016-02-05 22:32:14 -05:00
Alam Ed Arias
f4886657c1
clang: fixup a few clang warnings
2016-02-05 22:12:12 -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
Inuyasha
a4badcfe54
Revert the revert because it turns out Rob is a doofus
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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:"
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This reverts commit 27b65e3569
.
2016-01-14 04:57:17 -08:00
Inuyasha
24d1874fd6
Merge branch 'Rob-request-player-anims' into 'master'
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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
505306429e
Merge branch 'master' into repeat-monitors
2016-01-06 04:01:50 -08:00
Inuyasha
c1340b6e6c
Most minor 1up icon bug fixed.
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1up icons were spawning their overlays off sync with each other so the face icon was showing up during static. Now they don't.
(They'd do this in 2.1 too if you have a custom WAD added that doesn't have an overlay sprite, and you use it in multiplayer alongside a character that does.)
2016-01-06 03:07:08 -08:00
Inuyasha
1ba005c511
Fixed crash on Deton explosion.
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(Detons need deathstates, otherwise they are removed partway through exploding. Not fun.)
2016-01-04 01:34:56 -08:00
Inuyasha
1f7e135ce5
Gold boxes are supposed to be 4 fracunits taller.
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To match their taller sprite.
2016-01-03 19:11:27 -08:00
Monster Iestyn
27b65e3569
Several changes to split jump anims from spin anims:
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* 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
Inuyasha
98f652aca6
Big monitors are "Gold Monitors" now.
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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.
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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
14e8ac702f
Added freeslots for SPR2.
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Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
2015-10-31 14:45:42 -04:00
Yukita Mayako
496662bec5
Super float animation.
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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
b17e39a701
Add missing string constants.
2015-05-29 15:52:38 -04:00
Yukita Mayako
d2ef4d3e3c
Add S_PLAY_SUPER_STUN and PA_PAIN
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For Super Missiles, the Super Sonic player
has a seperate animation from normal pain.
2015-05-29 14:57:53 -04:00
Yukita Mayako
e9c1771017
Add new spindash animation.
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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
b88864c666
Add player JUMP animation
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Since PA_JUMP is used to determine when
springing upwards now and the nextstate
isn't used for falling, the jump state
can now be properly animated. :)
2015-05-29 01:51:15 -04:00
Yukita Mayako
ff181d099c
Add new player animations.
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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
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Homing attack when activating the attract shield while jumping.
2015-05-27 05:24:50 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
MonsterIestyn
860a9172e4
Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:09:15 -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
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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
b2681984a6
Merge branch 'player-animations'
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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
d6c29e19ab
SRB2 2.1.10 release
2014-08-05 19:59:40 -04:00
Alam Ed Arias
c028c83235
SRB2 2.1.9 release
2014-08-03 23:49:33 -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
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