Monster Iestyn
b1e736242f
fixed all compiling errors relating to ESLOPE being undefined
2016-04-06 22:19:39 +01:00
Monster Iestyn
f9c4b877ca
Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2Internal.git into damage-control
2016-03-13 20:37:43 +00:00
Inuyasha
c956b498c8
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
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# Conflicts:
# src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha
a8bca89dbd
Merge branch 'backport_unslot-music' into 'next'
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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
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
Inuyasha
8c17dac589
The concept of "music slots" doesn't exist anymore.
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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
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
wolfy852
bd1231764e
Merge remote-tracking branch 'remotes/origin/master' into dashmode
2016-01-25 21:41:41 -06:00
Monster Iestyn
67b92d7273
Went and fixed the dashmode variable hack nonsense once and for all myself
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would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
Monster Iestyn
99fad84674
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2016-01-14 16:41:40 +00:00
Monster Iestyn
e0e9c7c172
Added missing SHORT macros around these variables, they're needed for big-endian builds to use these properly
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...I'm to blame for this particular slipup as it happens, surprise surprise
2015-12-01 22:38:57 +00:00
Alam Ed Arias
6ad1086128
Merge branch 'public_next' into master
2015-09-03 15:58:16 -04:00
Monster Iestyn
6bc1a5fdef
Okay, major overhaul time!
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*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
2015-08-15 21:07:16 +01:00
RedEnchilada
14ea936f74
Sync mobj->standingslope in netgames
2015-08-03 18:06:42 -05:00
Yukita Mayako
b601dad4cd
Hotfix for sprite2 in netgames
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It wasn't properly added to $$$.sav because
MD_SPRITE didn't get set. :/
2015-05-29 14:26:39 -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)
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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
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
eef1406bd8
WARNING: I HAVE PROBABLY JUST BROKEN 3/4 OF THE GAME WITH THIS COMMIT PolyObject setup is now much simplified: First line alone spawns a PolyObject, PolyObject Params apply extra settings Disabled Explicitly Include Line for the meantime, since goodness knows how anyone's supposed to use that at all (let alone working properly) Starting translucencies from PO Params is stored for reference in netgames
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9000 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:02:58 -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
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
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00
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