Monster Iestyn
89619761f3
Remove FAKEDC and FAKEPSP options from Makefile
2017-09-29 21:04:46 +01:00
Monster Iestyn
7481ffef2a
Wiped out Wii (and Wii Linux)
2017-09-29 21:03:28 +01:00
Monster Iestyn
41ae71db4a
postponed PSP
2017-09-29 20:34:16 +01:00
Monster Iestyn
9c6e739005
PS3 was deposed
2017-09-29 20:12:57 +01:00
Monster Iestyn
49542cdaa1
Remove XBOXSTATIC and FILESTAMP, since only the XBOX port needed them
2017-09-29 19:46:23 +01:00
Monster Iestyn
5a16c39af0
XBOX was eXecuted
2017-09-29 19:27:17 +01:00
Monster Iestyn
330399ea9b
Dreamcast is gone, so there is no need for KOS_GL_COMPATIBILITY anymore
2017-09-29 18:28:47 +01:00
Monster Iestyn
f4e535a64d
Burned Dreamcast port at the stake
2017-09-29 18:19:34 +01:00
Monster Iestyn
de4ea022c0
Merge branch 'public_next'
2017-09-29 17:23:47 +01:00
Monster Iestyn
ea372fae53
Merge branch 'master' into next
2017-09-29 17:15:57 +01:00
Alam Ed Arias
f0eee4737f
Menu: no more pop/push options
2017-09-28 17:45:27 -04:00
Alam Ed Arias
3e26e2a443
Menu: Compile M_DrawAddons without any optimizes
2017-09-28 17:38:14 -04:00
Monster Iestyn
c90ddbca36
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
...
Makefile ports tweaks cleanup etc
See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
2629301947
Merge branch 'public_next' into master
2017-09-28 17:29:02 -04:00
toasterbabe
d38b627b85
woops
2017-09-28 22:20:16 +01:00
Alam Ed Arias
6c18d15b4a
Merge branch 'master' into next
2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1
Build: fixup warnings in Debug builds
2017-09-28 16:54:26 -04:00
toasterbabe
9446fe6cd6
Tweak some HUD stuff, including a more consistent application of MAXSCORE.
2017-09-28 20:24:40 +01:00
Alam Ed Arias
1be137f461
cleanup
2017-09-28 11:10:24 -04:00
Alam Ed Arias
5986720789
Build: fixups
2017-09-28 11:01:52 -04:00
Alam Ed Arias
f1a347e55f
Merge branch 'public_next' into master
2017-09-28 11:01:20 -04:00
Alam Ed Arias
ec125628ab
Merge branch 'master' into next
2017-09-28 10:16:35 -04:00
Alam Ed Arias
7f98c5c804
Build: do not error on fallthrough
2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d
Build: kill GCC 7's format-overflow warnings
2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a
Makefile: add support for GCC 7.1 and 7.2
2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f
Makefile: support GCC 6.4
2017-09-28 09:04:36 -04:00
toasterbabe
f0ce22edb6
Fix issue #72 (where closed captioning jingles didn't account for pausing).
2017-09-27 15:37:52 +01:00
toasterbabe
7fb2e6633e
Fix a crash.
2017-09-27 14:43:18 +01:00
toasterbabe
295b100df4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into more_about_menus
...
# Conflicts:
# src/m_menu.c
2017-09-27 14:43:09 +01:00
TehRealSalt
fcc1554467
Play bubble breathe sound for bots
2017-09-24 13:43:36 -04:00
Nevur
77d7b1495c
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-09-24 14:52:41 +02:00
TehRealSalt
09c3c58575
Obligatory "fixing a very tiny and very stupid mistake" commit :p
2017-09-21 17:38:42 -04:00
TehRealSalt
6b448f72ee
A_GhostMe lets you change fuse with var1, fixed the walking-spin frames bug For Real This Time
2017-09-21 17:34:53 -04:00
TehRealSalt
d55f84bec0
Camera scaling to splitscreen mode
...
Stacks with analog's camera buff. The camera height of both are also now
proportional with their dist
2017-09-21 16:43:55 -04:00
Alam Ed Arias
62264901e5
Merge branch 'master' into next
2017-09-20 17:18:58 -04:00
TehRealSalt
cfce6650ca
Fix holding spin while landing putting you in your walking state, remove commented out stuff
2017-09-20 16:53:05 -04:00
TehRealSalt
7c7bf243a2
Okay, nope, still nothing; reverting
2017-09-20 16:20:30 -04:00
TehRealSalt
4e7b817945
Does THIS fix the conflicts??
2017-09-20 16:14:00 -04:00
Monster Iestyn
829328637d
Merge branch 'netcode-fixes-the-sequel' into 'next'
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Netcode fixes the sequel
See merge request !207
2017-09-20 15:00:09 -04:00
TehRealSalt
6a0f50cdf5
Resolve conflicts
2017-09-19 17:27:13 -04:00
TehRealSalt
4a51d4bee0
Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
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# Conflicts:
# src/g_game.h
2017-09-19 17:07:09 -04:00
toasterbabe
ca42659e03
Made a mistake in the directionchar branch. I'm pushing to master - naughty naughty - but nobody's around to stop me and it's my birthday c:
2017-09-19 14:22:17 +01:00
toasterbabe
48c0ef2362
Remove extraneous DEH_WriteUndoline's.
2017-09-19 13:21:48 +01:00
toaster
3cc14e3985
Merge branch 'directionchar' into 'master'
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Autobrake & decoupling player sprite angle from camera angle
See merge request !69
2017-09-19 07:56:22 -04:00
toaster
ecfeb7b0af
Merge branch 'spr2fixes' into 'master'
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Sprite2 MD2s and customisable defaulting
See merge request !115
2017-09-19 07:49:04 -04:00
toaster
6d03c50966
Merge branch 'continue_startinglives' into 'master'
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Save cards and continue startinglives-balancing
See merge request !114
2017-09-19 07:45:35 -04:00
toaster
b805380294
Merge branch 'titlemap' into 'master'
...
Titlemap
See merge request !97
2017-09-19 07:44:00 -04:00
toaster
c389328789
Merge branch 'mi-misc-whatever' into 'master'
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MI misc whatever
See merge request !111
2017-09-19 07:40:29 -04:00
TehRealSalt
da82a6bb56
Replaced instances of "joystick" with "gamepad" in menus
2017-09-19 00:33:53 -04:00
TehRealSalt
d1e379f4f9
Whoops, forgot P2
2017-09-19 00:30:08 -04:00
TehRealSalt
e020352c0c
Fixed diagonal analog input being weakened
...
Using a keyboard and an analog stick should now give you similar
acceleration in all directions.
2017-09-19 00:26:05 -04:00
toasterbabe
5bd71970ad
Make chat visible in the evaluation gamestate.
2017-09-18 21:38:51 +01:00
Monster Iestyn
7f875131ee
If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
...
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
toasterbabe
918edda672
* Make exitlevel only work if someone's at the exit or you've visited the next map before.
...
* Added a message to suggest changing cheats before release to a future self.
* Removed the gametype selection menu, and baked its contents into the level platter instead (with an additional dose of pretty - https://cdn.discordapp.com/attachments/293238104096112641/359338275338584064/unknown.png )
2017-09-18 15:04:38 +01:00
TehRealSalt
ce0a49ede5
Add jump & spin joystick axis
...
Lets you set jump/spin to Xbox controller triggers, like you can with
fire/nfire
2017-09-17 22:30:48 -04:00
TehRealSalt
5cc8734da7
Prevent bots from killing bubbles
...
Self-explanatory. They can still breathe them in, they just no longer
get popped
2017-09-17 21:37:36 -04:00
toasterbabe
970268ec38
Redid that ridiculous lastcoop thing as an MV_MP thing, which also means it gets properly cleared when you load mods with new save data.
2017-09-17 22:05:13 +01:00
toasterbabe
8fd5bb6342
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
2017-09-17 17:16:02 +01:00
toasterbabe
148f2cc607
* Updated the circumstances under which autobrake is applied.
...
* Made drawangle updated when jumping off a wall as Knuckles.
2017-09-17 17:09:26 +01:00
toasterbabe
b217e9eb92
* Made levels with TOL_COOP inaccessible from the multiplayer map select unless you'd visited them in singleplayer (mapvisited, saves to gamedata) or visited a Co-op level number equal to/after it (multiplayer, doesn't save to gamedata)
...
* Tweaked Pandora's box to add:
- A mid-game link to the Addons menu.
- A button to give everyone SF_SUPER (except Tails in non-devmode executables).
2017-09-17 16:49:39 +01:00
toasterbabe
d44a36c8fe
* Make autobrake scaled to low-friction surfaces.
...
* Make rope hangs change how they handle the player's angle a little more organically.
2017-09-17 12:10:33 +01:00
toasterbabe
725e015a19
Fix the bracketing on the autobrake calculation.
2017-09-16 22:49:18 +01:00
Monster Iestyn
b040113246
Removed the wrong endif by mistake
2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
...
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
toasterbabe
f90d595332
* cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
...
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
Monster Iestyn
dcb23e01c0
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
2017-09-15 21:22:28 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269
Removed references to console ports and WinCE in sdl/Makefile.cfg
2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba
Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
...
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
...
This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770
Fix for window being offcenter
2017-09-11 16:36:30 -04:00
TehRealSalt
8b53295a74
Remove instances of player state changes being done every tic
...
Makes it easier to change player state with Lua. Wasn't sure how to
tackle changing this for S_PLAY_CLIMB or S_PLAY_CLING, so I left them;
it's a minor ability-specific case anyway
2017-09-09 19:02:11 -04:00
toasterbabe
3c785cbe94
* Add Skid SPR2/state in preperation for directionchar.
...
* Clean up spr2 md2 code.
* Experimented but then commented out some stuff for homing attack.
2017-09-09 22:12:23 +01:00
Monster Iestyn
8514251ad5
fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files
2017-09-09 21:19:07 +01:00
Nevur
f61755dd67
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-09-04 22:32:38 +02:00
Nevur
4aed951bd8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
...
# Conflicts:
# src/r_things.h
# src/w_wad.h
2017-09-04 22:32:11 +02:00
Monster Iestyn
d65e23f3ec
Merge branch 'public_next'
2017-09-04 20:19:47 +01:00
Monster Iestyn
d565cc6a2c
Merge branch 'master' into next
2017-09-04 20:16:06 +01:00
Nevur
b087c16eb1
Merge branch 'toastfixes' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
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# Conflicts:
# src/p_setup.c
# src/p_spec.c
2017-09-04 21:13:29 +02:00
Monster Iestyn
50917d2ee2
P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly.
2017-08-30 19:21:23 +01:00
toasterbabe
d6701edcb6
Don't allow creating a new save when it wouldn't end up making a save file (ie, modified game without savemoddata).
2017-08-27 18:47:24 +01:00
toasterbabe
79dab78fd3
* Support FF_SPR2ENDSTATE in interpoleration.
...
* Fix skidding interpoleration bug.
2017-08-27 16:35:19 +01:00
toasterbabe
973f700dcf
* Make the model->spr2frames dynamically allocated. (There's only two settings - on and off - but that's better than it perpetually being on...)
...
* Fix up defaulting for DEAD to go to PAIN.
2017-08-27 14:56:07 +01:00
toasterbabe
76300026f8
* Added support for sprite2s to MD2s!
...
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
2017-08-26 18:56:23 +01:00
toasterbabe
4da6169892
Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
...
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
toasterbabe
3e2be5e47a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into continue_startinglives
2017-08-25 13:50:50 +01:00
toasterbabe
9641196374
* Fixed bug with wide blank select pic being used instead of the normal one.
...
* Added length cap to savegame's zone name.
* Refactor to level select's zone name length cap code.
2017-08-25 00:40:45 +01:00
toasterbabe
16395f4dd2
Final corrections. Branch should be ready to merge now.
2017-08-24 21:29:29 +01:00
toasterbabe
00c62e6d88
* Removed unused info from struct as part of clean up.
...
* Made botskin being invalid make the entire save invalid.
2017-08-23 22:05:11 +01:00
Monster Iestyn
9c4e2eeeef
Merge branch 'next' into netcode-fixes-the-sequel
2017-08-23 19:17:25 +01:00
toasterbabe
a81c3ca115
Update V_DrawCroppedPatch to match V_DrawFixedPatch's fixes.
2017-08-23 17:41:16 +01:00
yellowtd
519414b215
Merge branch 'master' into titlemap
2017-08-22 19:07:32 -04:00
toasterbabe
673fbc3ec2
* Make the delete save message include the save number.
...
* Update/improve ultimate mode interaction experience a little. https://cdn.discordapp.com/attachments/293238104096112641/349685399200727041/srb20027.png
2017-08-22 23:47:25 +01:00
Monster Iestyn
36977a5eda
SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
...
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
toasterbabe
1e71b6d746
woops lmao
2017-08-22 21:12:02 +01:00
toasterbabe
8d78d32d64
* Fix an issue where valid savefiles would be hidden because there were at least three unused slots between that and the last visible save. In the process, made sure there were at least three slots visible at all times, but never show extras not needed to show all the saves.
...
* Optimisations in a bunch of places, including to static
* Fix some visual errors with text and patches near the edges of the screen in non-standard resolutions.
2017-08-22 21:02:33 +01:00
Monster Iestyn
821a1810f7
Moved lrounding of mouse motion events to the actual point an event is made
...
Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
toasterbabe
6e7605e4f3
* Add new graphics for the no save and ultimate slots, and make the invalid files look a little different.
...
* Push big endsign images downwards.
* Add a way to disable the ultimate slot.
* BwehHehHe()
2017-08-21 16:02:13 +01:00
toasterbabe
706eb5efeb
* New, pretty save select! Requires patch.dta to really appreciate.
...
* Changed the save format a little more, since I had free reign over it.
* Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
2017-08-20 23:18:47 +01:00
toasterbabe
42211f02b4
* Per Mystic's request, only set the number of lives in the save file if you actually use a continue, or completely wipe out your lives and continues.
...
* Fix a bug where I got emeralds and mapnumbers mixed up when checking for the "there's a tailsbot" flag.
* Consider a save with an invalid skin an invalid save, rather than allowing its continued presence.
2017-08-20 13:14:17 +01:00
Monster Iestyn
10cbe2c82b
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
...
Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558
Merge all (relative) mouse motion events into one mouse event
...
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
Monster Iestyn
d4141ae230
Remove unused floorinfo_t struct and some unused vars in the hardware code
2017-08-19 18:51:56 +01:00
Monster Iestyn
9805b82fec
Disable "connect self" due to being broken, cleaned up ip+port part
...
Anyone know if "connect any" work at all? Would have disabled that too but apparently the game uses it if "-connect" is given with no params
2017-08-18 18:14:03 +01:00
Monster Iestyn
030c437186
Merge branch 'master' into mi-misc-whatever
2017-08-18 17:00:05 +01:00
toasterbabe
fd63db0aaf
Starting lives revamp, per the 2.2 priorities topic list!
...
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).
Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
2017-08-18 00:58:16 +01:00
toasterbabe
2e6c09a636
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
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# Conflicts:
# src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
9703aa2864
Feed skin and sprite2 through P_GetSkinSprite2 to change sprite2 if necessary (if for instance the supplied sprite2 didn't actually exist)
2017-08-16 21:00:18 +01:00
Monster Iestyn
c9acc3cee4
Merge branch 'master' into lua-spritedefs
2017-08-16 20:13:26 +01:00
Monster Iestyn
3795a15164
Merge branch 'public_next'
2017-08-16 20:11:33 +01:00
Monster Iestyn
9f726bc66d
Merge branch 'new_coop' into 'master'
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New Co-op
See merge request !104
2017-08-16 15:01:39 -04:00
Monster Iestyn
75d363527b
Merge branch 'toastfixes' into 'master'
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An assortment of relatively minor bugfixes and behaviour tweaks
See merge request !110
2017-08-16 14:58:30 -04:00
toasterbabe
f6670fea76
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/r_things.h
2017-08-16 19:29:23 +01:00
toasterbabe
6d3691d3d1
woops, compile fix
2017-08-15 22:40:19 +01:00
toasterbabe
06dc30ea54
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
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# Conflicts:
# src/dehacked.c
2017-08-14 21:34:37 +01:00
toasterbabe
6e79de3de8
Patched an out-of-bounds crash with papersprites in the least resource-intensive way I could find (xiscale not fitting perfectly into frac). This will have to do until papersprites get a make-over at some point.
2017-08-11 16:00:45 +01:00
Nevur
4f8d53b329
Got rid of functions I added once but turned out to be unnecessary.
2017-08-11 15:46:46 +02:00
toasterbabe
a00deee209
* Combine all shield-giving functions into a single one, since they were practically identical anyways.
...
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe
709a43d3be
Fix that thing where you-know-who didn't have a lives icon.
2017-08-09 22:51:29 +01:00
toasterbabe
8175e0836e
Remove all trace of harddefs, considering we use an ANIMDEFS lump in srb2.srb now.
2017-08-09 22:09:06 +01:00
toasterbabe
1cab08e39f
* Add SH_PROTECTSPIKE as a shield flag, because I kinda wanted to when I originally made shields, and SUBARASHII's cactus shield vindicated my desires.
...
* Tweaked the values of the shield constants slightly so that no base-game shield is made up of flags and only flags.
2017-08-09 20:56:31 +01:00
toasterbabe
a3767fedac
Clean out code/update comments relating to TEXTUREn, TEXTURE (SOC), PNAMES, and ANIMATED.
2017-08-08 22:03:37 +01:00
Yukita Mayako
720987367a
Prevent cvar naming conflicts from pointing Lua to the wrong internal data.
2017-08-08 14:27:02 -05:00
toasterbabe
a61be91523
Add a new feature to MT_PARTICLEGEN, per Sphere's request - if you give the parameters line a backside, then the backside x offset controls the number of tics between particle spawn. (By default, it's 3.)
2017-08-08 18:22:44 +01:00
toasterbabe
1d11a14f64
Getting polyobject flats to the equivalent functionality BEFORE I changed up how floor offsets worked. (Doesn't touch OGL, since they work perfectly there.)
2017-08-08 15:32:12 +01:00
Nevur
8b64a6eef3
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
2017-08-08 10:41:33 +02:00
Nevur
bb3365a904
We use srb2.pk3 instead.
2017-08-08 10:39:25 +02:00
Monster Iestyn
2d661fef18
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
...
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0
SDL: y input is flipped
2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f
Merge remote-tracking branch 'origin/master' into SDL2_RelMouse
2017-08-07 16:33:39 -04:00
toasterbabe
780f9b1645
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
...
# Conflicts:
# src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
Monster Iestyn
42ed41aeb1
Merge branch 'maces_but_better' into 'master'
...
Maces but better
See merge request !103
2017-08-07 15:27:05 -04:00
Monster Iestyn
f3b7d2f89e
Merge branch 'opengl-improvements' into 'master'
...
OpenGL improvements
See merge request !99
2017-08-07 15:06:16 -04:00
toasterbabe
2e1b81b5da
Woops, silly find and replace
2017-08-07 19:23:48 +01:00
Monster Iestyn
15db571757
Merge branch 'master' into opengl-improvements
2017-08-07 19:06:49 +01:00
toasterbabe
d135f64464
Crash prevention
2017-08-07 18:58:41 +01:00
TehRealSalt
a813506b8f
Clean whitespace
2017-08-06 23:47:39 -04:00
Monster Iestyn
a0204c6722
Made P_SpecialStageDamage for the lose 10 rings damaging code shared by spikeballs and SS damage sector special
2017-08-06 22:10:29 +01:00
TehRealSalt
042729bd8f
AA i'm forgetting everything today
2017-08-06 17:09:25 -04:00
TehRealSalt
5c1aaf3906
Guess who forgot to press "Save All Files" in Notepad++ ^^;
2017-08-06 17:07:23 -04:00
TehRealSalt
a5ca158622
LF_SAVEGAME flag instead of savemode
...
Also always save on file creation
2017-08-06 16:36:55 -04:00
Monster Iestyn
34908c9b29
Re-order P_RemoveShield's first/second layer shield code
2017-08-06 18:57:02 +01:00
TehRealSalt
e24b8b917a
Merge remote-tracking branch 'refs/remotes/origin/master' into save-mode
2017-08-06 01:19:33 -04:00
toasterbabe
b51e80ef88
Make timer reset work in LF_NORELOAD as well.
2017-08-05 22:13:35 +01:00
toasterbabe
0a1e055ba1
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
...
# Conflicts:
# src/m_menu.c
2017-08-05 22:13:14 +01:00
Monster Iestyn
0ac63c0949
Merge branch 'lua-lump-load-only' into 'master'
...
Lua lump load only
This branch prevents the following Lua functions from being used within hooks or coroutines, to prevent netgame desync problems or any other similar oddities when using these weirdly:
* `freeslot()`
* `addHook()`
* `hud.add()`
* `COM_AddCommand()`
* `CV_RegisterVar()`
All of the above should only be called when the Lua script is being loaded (i.e. it takes place the same instant a ".lua" file or a WAD file with a "LUA_" lump is being loaded)
To put it another way:
```
//This is valid usage:
freeslot("MT_TEST")
//This is NOT valid usage
addHook("MobjSpawn", function() freeslot("MT_TEST2") end, MT_PLAYER)
```
See *Monster Iestyn/Lua lump load only* on the FTP for an exe and test script.
See merge request !87
2017-08-05 16:36:05 -04:00
Monster Iestyn
15a1112218
Merge branch 'master' into opengl-improvements
2017-08-05 21:08:48 +01:00
Monster Iestyn
2e2b71da92
Merge branch 'addfile_menu' into 'master'
...
Add-ons menu
Does what it says on the tin! Very pretty. Would like help testing in filesystems that are not Windows, although I've recieved assurances from Sryder that since it's based on the same filesrch code, it should work cross-platform. Just want to confirm it works, though.
Also, M_* is whitelisted lumpname too.
root/!LatestSRB2Files/srb2win_branch_addfile.exe, requires new patch.dta.
See merge request !92
2017-08-05 16:05:12 -04:00
Monster Iestyn
c10c3d0441
Merge branch 'alignment_v2' into 'master'
...
Consistent flat alignment
Does what it says on the tin. Consistent between the three different plane drawers:
* Software flat (previously the only one working as intended)
* Software sloped (took a lot of work)
* OpenGL flat and sloped (worked reasonably well but used different signs for some reason)
Check out root/!LatestSRB2Files/srb2win_branch_flat2.exe, root/toaster/flatalignment.wad and any in-dev DSZ1 to test it all out.
See merge request !78
2017-08-05 16:04:41 -04:00
Monster Iestyn
102d30fe8d
Merge branch 'nights_emblems' into 'master'
...
NiGHTS Paraloop-special emblems
Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.
See merge request !94
2017-08-05 16:03:33 -04:00
toasterbabe
e2a9d47ef6
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-08-05 12:28:31 +01:00
toasterbabe
8fcb66b3fa
Allow for new coop leveltime reloading
2017-08-05 12:26:05 +01:00
Monster Iestyn
c6be44d0da
Merge branch 'linkdraw_reliability' into 'master'
...
MF2_LINKDRAW reliability improvements
Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly. Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.
Test with ```<root>/!LatestSRB2Files/srb2win_branch_linkdraw.exe``` and ```<root>/toaster/smiles.wad```.
See merge request !101
2017-08-04 17:26:31 -04:00
Monster Iestyn
157c5625d7
Welp, that space removal was my fault
2017-08-04 22:22:20 +01:00
Monster Iestyn
0270e50ce5
Split off mostly map-specific code into a "CanSaveLevel" function, just to make things a bit less cluttered
2017-08-04 20:43:00 +01:00
Monster Iestyn
3fd9e9be3a
Merge branch 'wallspike_tweaks' into 'master'
...
Wallspike tweaks
Sorry, MI. You told me to test the objects via objectplace, and they worked fine there - but @FuriousFox had some [issues](http://i.imgur.com/DQuLYzz.png ) when he finally got to place them via mapthing.
Specifically, I think the problem this was caused by was a straight up copypaste of the "height" attribute of MT_SPIKE into the "radius" field of MT_WALLSPIKE, when it should technically be half that to match the intended collision box. Some other stuff also got adjusted to match when I solved this.
FF's happy now - they work well enough to place, even if their [collision is a little wonky](http://i.imgur.com/o2rG0tV.gifv ), but that's an MF_PAPERCOLLISION issue and more than a quick fix to be done in an evening.
Nab ```<root>/!LatestSRB2Files/srb2win_branch_spikefix.exe``` to test.
UPDATE:
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent, fixing FF's gif as posted above/below.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
* Wallspikes are now bustable.
* Invert the solidity mapthing flag for spikes and wallspikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages.
* (unrelated) Make gas jets not make noise if they have the ambush flag, per Sphere's request.
See merge request !107
2017-08-04 14:28:44 -04:00
TehRealSalt
2d9a024c4a
Commenting out lastmapsaved
2017-08-04 13:57:47 -04:00
TehRealSalt
9d17466d99
Added lastmaploaded to replace the lastmapsaved check
...
This allows saving in special cases where you can go to a map that
doesn't save, and then back to the map you saved on (see: SUBARASHII
special stages), while still preventing you from killing your lives by
repeatedly retrying in said map.
Kept lastmapsaved just in case. Can be removed if deemed unnecessary.
2017-08-03 20:27:31 -04:00
toasterbabe
e21ae8de7d
* Updated NiGHTS skincolor list on Rob's request.
...
* Unrelated: fixed a bug where FF_ANIMATE stuff tried to access rain's skin.
2017-08-03 00:01:12 +01:00
toasterbabe
cca779e4a0
* Updated Supercyan constants/names to Supersky, considering the base skincolour Cyan was renamed Sky (and a new Cyan was made independently of that).
...
* Swapped the names of Cloudy and Silver so that Silver meant the shinier option.
2017-08-02 13:11:21 +01:00
toasterbabe
021e7ed1f0
Okay, actually fixed. Thanks, MI, for understanding the maths a little better than I :p
2017-07-30 17:45:27 +01:00
toasterbabe
1e1d191a75
Make it so you can't even STAND on spikes if you're flashing and moving away from them.
2017-07-30 16:52:39 +01:00
TehRealSalt
0b05b10bdb
Merge remote-tracking branch 'refs/remotes/origin/master' into save-mode
2017-07-30 11:13:52 -04:00
toasterbabe
1180f0418e
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-26 17:52:34 +01:00
toasterbabe
be5184a8cc
...fixed some weirdness with spinning I accidentially introduced in an attempt to fix it.
2017-07-26 16:34:33 +01:00
toasterbabe
672bcc349c
* Hide the number of lives you can steal if game-overed. It's not directly relevant unless you're game overed.
...
* Fix an issue where everyone being game overed except for one person, and then kicking that one person, meant the game over trigger was never met.
* Fix an issue where the spectator text could be overridden with a count of the number of remaining players to complete the level.
* Fixed a few glitches with spinning. (Unrelated to the branch, but exposed through new_coop testing.)
2017-07-26 16:10:08 +01:00
toasterbabe
2bdf432703
Allow for the previous defaulting system to continue working.
2017-07-26 13:50:49 +01:00
Monster Iestyn
07c260a83e
Merge branch 'master' into opengl-improvements
2017-07-25 19:11:16 +01:00
Monster Iestyn
15bd6b980d
Merge branch 'master' into lua-action-userdata
2017-07-25 19:10:56 +01:00
Monster Iestyn
025891d2aa
Merge branch 'master' into gametype-strings
2017-07-25 19:10:38 +01:00
toasterbabe
3186d6a4e4
* An improved Multiplayer menu.
...
* If NONET, the Multiplayer option on the main menu leads directly to the Splitscreen menu, which also includes player 1/2 setup under this circumstance.
* A mechanism to save player name, skin and colour as defaults to config.cfg.
2017-07-25 18:34:13 +01:00
Monster Iestyn
3948ab6da5
Merge branch 'master' into lua-lump-load-only
2017-07-25 17:18:07 +01:00
Monster Iestyn
472d962e1a
Merge branch 'master' into lua-spritedefs
2017-07-25 17:17:48 +01:00
Monster Iestyn
cfbe180312
Merge branch 'public_next'
2017-07-25 17:17:22 +01:00
Monster Iestyn
821692fbf7
This was my fault, whoops
2017-07-24 17:53:18 +01:00
toasterbabe
634c560e99
* Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png
...
* Now that Cyan is back, swap out the substitute Teal in the emblems for it.
* P_GetMobjSprite2 is now P_GetSkinSprite2.
* Correct "Siler".
2017-07-23 17:49:19 +01:00
toasterbabe
8941379c64
Implementation of all the new skincolours. No new exe yet, though, since I'm still doin' stuff.
2017-07-22 23:24:12 +01:00
toasterbabe
b2e92e7a09
* Invert solidity flag for vertical spikes and wallspikes.
...
* (unrelated) Per a request by sphere, make the ambush flag stop sounds being made by the gas jet.
2017-07-19 17:07:31 +01:00
toasterbabe
ef4dc42c7c
* Bustable wallspikes.
...
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
toasterbabe
2330f1a9c9
Account for the fact that pointtoangle2 points due weast if there's no dy OR dx, so that's taken care of.
2017-07-18 17:04:30 +01:00
toasterbabe
d1be22ccf5
* Scope tweakin's to prevent having to make some stuff static.
...
* Make wallspikes intangible if you're being thrust away from them in pain.
2017-07-18 17:01:19 +01:00
toasterbabe
a5477737d7
Whooh boy. Probably requires re-review.
...
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
2017-07-18 14:17:23 +01:00
toasterbabe
6d43fad098
Correct the baseradius stuff. (Still doing some other work, though - will let you know when the branch is safe to review.)
2017-07-18 12:56:39 +01:00
toasterbabe
66d59efddc
Sorry, MI. More info in forthcoming merge request.
2017-07-17 23:58:54 +01:00
toasterbabe
6250266af5
Preparatory work for the contestesque implementation.
2017-07-17 23:26:24 +01:00
Monster Iestyn
4d740ff783
Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
...
0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
6e5cffba5b
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
...
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1
Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please
2017-07-17 20:47:00 +01:00
toasterbabe
9b506b2fde
I legitimately cannot remember for the life of me why I added this check. It broke spectator text in gametypes outside of co-op, so...
2017-07-17 18:16:41 +01:00
toasterbabe
9bd10fb0d2
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
2017-07-17 16:44:10 +01:00
Monster Iestyn
e32774a604
Merge branch 'master' into lua-spritedefs
2017-07-16 22:19:54 +01:00
Monster Iestyn
832a7b1f5a
Merge branch 'master' into opengl-improvements
2017-07-16 21:39:45 +01:00
toasterbabe
4728c824a0
Comment correction.
2017-07-16 01:01:13 +01:00
toasterbabe
d5365a26e1
...and revert brak, too
2017-07-15 22:42:39 +01:00
toasterbabe
f04c5292c7
Revert pointless change to A_RandomState.
2017-07-15 22:38:43 +01:00
Monster Iestyn
64fae001eb
Update hw_light.c's sprite lights list with the updates to the sprites list (and any before that I missed)
...
Not that we're using coronas at all anymore so whatever
2017-07-15 21:16:45 +01:00
Monster Iestyn
dbc7a4099f
Hardcoded SOC_TOKE from patch.dta
...
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
381138d7b1
Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY
2017-07-15 16:57:03 +01:00
toasterbabe
826fad4c78
More caption change.
2017-07-14 23:32:27 +01:00
Monster Iestyn
00062220de
Move spawning of base to P_SpawnMapThing, so objectplacing a wall spike doesn't look weird
...
Also attempted to "optimise" spawning and position correction code
2017-07-14 17:19:01 +01:00
Monster Iestyn
444e9ce7df
Fix wall spikes being harmful from below, set initial destscale of base too just in case
2017-07-14 17:01:13 +01:00
Monster Iestyn
eacf753f2c
Add the remaining code from the Lua script to get wall spikes actually working so far
2017-07-13 23:00:45 +01:00
Monster Iestyn
aa947ea022
Starting work for hardcoding wall spikes
2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897
Hardcoded SOC_TREE from patch.dta
...
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
toasterbabe
fe756d567e
Add a "bias" to collision with chain ferris wheels to make it more likely that you'll grab one nearer to the center if you could potentially hit two in the next frame (previously was blockmap order dependent, which was never consistent)
2017-07-12 14:43:59 +01:00
toasterbabe
b568816217
* Modified A_RandomState. If var2 is supplied, it picks between var1, var2 and nextstate - otherwise, it picks between var1 and nextstate.
...
* Changed a caption.
2017-07-11 12:55:24 +01:00
Monster Iestyn
e485ac3a7e
Add support for getting super sprites with v.getSprite2Patch
...
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
2017-07-09 16:33:43 +01:00
Monster Iestyn
2350e94a9f
Merge branch 'master' into next
2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85
Fix whitespace goofup of mine
2017-07-09 15:08:17 +01:00
Monster Iestyn
0dd15ed8a4
Merge branch 'master' into lua-lump-load-only
2017-07-09 15:06:15 +01:00
Monster Iestyn
d9cbc8308a
Merge branch 'master' into lua-action-userdata
2017-07-09 15:05:48 +01:00
Monster Iestyn
3d2fd5d5a4
Merge branch 'master' into lua-spritedefs
2017-07-09 15:05:18 +01:00
toasterbabe
b91dc51d6f
* Lua P_MobjFromMobj.
...
* Make A_Repeat only set extravalue2 if it has a var1.
* Improve sound caption.
* Make activesound state-controllable.
2017-07-09 14:54:11 +01:00
toasterbabe
a5f336e51a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
...
# Conflicts:
# src/dehacked.c
# src/info.h
# src/p_enemy.c
# src/p_inter.c
2017-07-09 12:14:24 +01:00
toasterbabe
1f2743ce64
Clean up the event and caption when a life is transferred.
2017-07-08 19:42:01 +01:00
toasterbabe
fb00691324
Fix a bug in a testing netgame where we were able to game over and yet ended up just resetting the map normally.
2017-07-08 19:30:25 +01:00
toasterbabe
a0cf28671c
Remove some jankiness from spectators.
2017-07-08 19:12:46 +01:00
toasterbabe
317259a459
Two fixes to playersforexit changes.
...
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
2017-07-08 19:02:28 +01:00
Monster Iestyn
fb23f4c724
Merge branch 'master' into opengl-improvements
2017-07-08 17:55:40 +01:00
Monster Iestyn
023d91a02e
Merge branch 'public_next'
...
# Conflicts:
# src/y_inter.c
2017-07-08 17:49:54 +01:00
toasterbabe
b197dcdb1f
A little bit of monitor love.
...
* Rename "Unknown" options to "Mystery".
* Make Random monitors work consistently in singleplayer if hacked/SOC'd in.
2017-07-08 12:31:37 +01:00
toasterbabe
5cc1b0dcd0
Exiting icon on the tab menu! (Requires new patch.dta)
2017-07-08 11:41:32 +01:00
Monster Iestyn
f0ffd691f4
Merge branch 'master' into next
2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1
Merge branch 'pwease_no_kicky' into 'master'
...
Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233
Some more tweaks of my own:
...
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
toasterbabe
54a8602c4c
Woops, forgot about other gametype spawncamping.
2017-07-07 14:39:51 +01:00
toasterbabe
88546abb08
Fix a few things noted during a test netgame with Salt and FuriousFox.
...
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
2017-07-07 13:35:48 +01:00
toasterbabe
25fb318a0b
* Fixed a typo with the bit-shifting of the max speed, meaning that it wasn't being set as desired.
...
* Made the speed capping/minimising done at the point of changing it via player control, as opposed to the point of macerotate, in an attempt to fix a potential cause of mace rotation desynchronisation (not netplay, just https://cdn.discordapp.com/attachments/293238104096112641/331453363499696139/srb20180.gif stuff.)
2017-07-06 22:26:31 +01:00
toasterbabe
1a7a0662ba
* Set player->outofcoop to false if it's not a coop gametype.
...
* Expose player->outofcoop to Lua.
2017-07-06 14:53:52 +01:00
toasterbabe
f809923f69
* If cv_playersforexit != "One", add a count of the number of players required to exit to the end tally.
...
* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
2017-07-06 14:39:51 +01:00
toasterbabe
0bf676498a
woops, the check was accidentially inverted
2017-07-05 22:43:45 +01:00
Monster Iestyn
e8df99c632
They didn't use V_HUDTRANS before and they probably shouldn't, my fault here
2017-07-05 22:30:18 +01:00
toasterbabe
014c1d8f03
https://cdn.discordapp.com/attachments/297148222332469249/332227405747847168/unknown.png
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betterexit integration!
2017-07-05 19:33:41 +01:00
Monster Iestyn
815d10e15d
Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
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The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
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Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
toasterbabe
e55f24419e
Additional opportunity for F12 message exposure pounced upon.
2017-07-05 13:44:50 +01:00
toasterbabe
fa42875aee
Better setting names/values for various new and old console variables impacted by this branch.
2017-07-05 12:34:13 +01:00
toasterbabe
125646e521
Some minor tweaks to make countdown not COMPLETELY broken.
2017-07-04 21:33:16 +01:00
toasterbabe
e5eb6720f0
Change how countdowns are presented.
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I would have changed how they actually worked, too, but I ended up breaking it and getting too frustrated/tired to continue.
2017-07-04 20:49:38 +01:00
toasterbabe
dad6ce9796
* Tweaked some monitor toggle names I forgot to modify.
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* Added arrows to the "sky room" menu.
2017-07-04 14:59:48 +01:00
toasterbabe
a65598a97a
Fixed Game Over being broken in singleplayer. Woopsie doodle!
2017-07-04 14:57:22 +01:00
toasterbabe
bc066a16a0
Whoops, I did some menu stuff in here. Oh well.
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NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
2017-07-04 13:17:29 +01:00
toasterbabe
2fd6a20be0
* Fix some HUD offsets.
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* Don't attempt to respawn anybody when changing cv_coopstarposts and nobody CAN be respawned.
* Make Rings transparent (and not flash) when you're a spectator.
2017-07-03 16:33:52 +01:00
toasterbabe
50496970d1
Fix weird visual artifacting caused by restarting the level in co-op, which was a direct result of my code being messy. This is significantly better to deal with, anyways.
2017-07-03 15:43:29 +01:00
toasterbabe
ca76dd41f8
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
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# Conflicts:
# src/p_user.c
2017-07-03 15:41:00 +01:00