toasterbabe
4da6169892
Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
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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.
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* 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.
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* 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.
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* 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
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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.
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* 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
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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.
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* 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.
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* 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.
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* 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)
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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
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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
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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
Monster Iestyn
c17eb94ef7
Merge branch 'lua-spritedefs' into 'master'
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New Lua video lib functions for getting sprite patches
See merge request !105
2017-08-18 11:35:25 -04:00
toasterbabe
fd63db0aaf
Starting lives revamp, per the 2.2 priorities topic list!
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* 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
9b788b55f6
Merge branch 'patch-lua-cv_registervar' into 'public_next'
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Patch: Lua CV_RegisterVar
See merge request !109
2017-08-16 15:06:41 -04:00
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
Monster Iestyn
a33b09ca05
Merge branch 'skin_patch' into 'master'
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Skin patching (P_SKIN) and killing DELFILE
See merge request !63
2017-08-16 14:20:21 -04:00
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.
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* 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.
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* 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
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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
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# Conflicts:
# src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00