Commit graph

4003 commits

Author SHA1 Message Date
toasterbabe
99a04cca9c First part of revamp: Removing Camera Rotate L/R keys, and giving the two situations where they had any unique functionality (Analog mode and NiGHTS objectplace) suitable replacements. 2017-04-14 20:29:08 +01:00
Monster Iestyn
181c8bd742 These convar externs aren't moving files, I'm just shifting them up to live with their relatives 2017-04-14 19:56:51 +01:00
Monster Iestyn
0921244ba4 Move analog consvars to g_game.h 2017-04-14 19:00:46 +01:00
Monster Iestyn
488c4071ba Moved screenshot/movie consvar externs to m_misc.h 2017-04-14 18:14:15 +01:00
Monster Iestyn
46c3c42eba cv_controlperkey probably belongs in g_input.h too 2017-04-14 18:02:35 +01:00
Monster Iestyn
887e7e0b7d Moved most of d_netcmd.h's 2P mouse consvar externs to the files with their 1P counterparts 2017-04-14 17:45:27 +01:00
Monster Iestyn
3696463aa8 Just to make toaster happy I'll do this :V 2017-04-14 17:16:09 +01:00
Monster Iestyn
180829e95c Rewrote first person HUD's drown numbers drawing 2017-04-13 22:09:03 +01:00
Monster Iestyn
63a16355da Merge branch 'inverted-plane-disp' into 'master'
Inverted plane displacement

If you don't know of the new linedef types 66, 67, 68 or how they work already, see !61's description.

This is basically a quickly-thrown together branch to support inverse plane displacement; just simply turn on Not Climbable on any of the plane displacement linedef types to enable this for any sectors tagged by them. This causes moving the control sector to move all tagged sector planes in the reverse direction.

I've provided srb2win-inverseplanedisp.exe and plane-disp-test2.wad in my folder on the FTP to test this branch.

See merge request !79
2017-04-13 14:00:42 -04:00
Inuyasha
5e4f960f3a fixed drawfill to be more consistent w/ other functions
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
2017-04-12 15:34:13 -07:00
Monster Iestyn
80637b336b Starting work, noclimb inverts direction (haven't tested if it actually works or not yet) 2017-04-11 22:33:04 +01:00
toasterbabe
db4002cd7f Remove now-unused code. 2017-04-10 11:49:14 +01:00
toasterbabe
48ed7835d7 Add a helpful comment in order to make people who look at this in future suffer less. 2017-04-10 11:41:26 +01:00
toasterbabe
e333dd62f0 I did it!!!!!!!!!!!!!!!!!!!!!! 2017-04-10 11:34:56 +01:00
toasterbabe
8ee8bd532b Got it rendering slopes far away from the origin properly at the expense of having weird offsets near it. Still experimenting, but closer than ever before. 2017-04-10 10:51:52 +01:00
toasterbabe
54e0a0c17d Reeeeeeeeeeeeeed fix ur slops
Recreated my previous code using floats in case the issue was overflowing that could be mitigated using floating point precision - but still doesn't work. Pulling my hair out.
2017-04-09 15:22:42 +01:00
toasterbabe
dca98e9eb8 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into alignment_v2 2017-04-08 21:04:03 +01:00
toasterbabe
2636375f94 GL supporting. 2017-04-07 16:51:43 +01:00
toasterbabe
477ada7477 Clarified comments. In case it wasn't clear, P_SKIN now allows field patching (this was unfortunately done in the large merge commit, so easily buried). 2017-04-07 15:59:25 +01:00
toasterbabe
8f9ee2da30 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
# Conflicts:
#	src/dehacked.c
#	src/p_setup.c
#	src/r_things.c
2017-04-07 15:37:22 +01:00
toasterbabe
5eda275335 Consider objectplace 2017-04-07 13:08:31 +01:00
toasterbabe
25754ad708 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar 2017-04-07 12:48:48 +01:00
Rob
f2923284d8 Merge branch 'fixedpal' into 'master'
Fixing the reduced palette

Index number 254 remapped from a dark browny-orange to a dark blue. Otherwise unchanged; most of the assets we have currently created do not use the index for its previous purpose. It would be nice to get this merged quickly so that there is certainty about what we use going forward.

http://i.imgur.com/9xuQApq.png

root/toaster/fixedpal contains every necessary asset file, including the SLADE translation lump.

See merge request !77
2017-04-06 21:26:08 -04:00
toasterbabe
73ea33d3a1 Fixing the fuckup I made when creating the new palette. 2017-04-06 16:42:52 +01:00
toasterbabe
f6aa546c44 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar 2017-04-06 14:44:24 +01:00
Monster Iestyn
bfaf60ceef Merge branch 'public_next' 2017-04-05 21:05:57 +01:00
Monster Iestyn
586d2e1bde Merge branch 'next' into public_next 2017-04-05 21:05:33 +01:00
toasterbabe
7d970fa2f7 Tweaked CA2's relationship. 2017-04-05 20:18:40 +01:00
toasterbabe
af2cf44f9e * Skidding doesn't turn.
* Rolling only turns on keypresses at minimum horizontal speed.
2017-04-05 16:43:23 +01:00
toasterbabe
61b19aff58 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/p_user.c
2017-04-05 16:01:02 +01:00
Rob
2c264d430b Merge branch 'charabilities_mk3' into 'master'
Charabilities MK3 - The third and probably not last branch of character stuff

Been too long since I've made a merge request. This isn't quite done, but I'd consider it... done ENOUGH that I want to work on something else, and keeping it seperate from master will just cause everyone hassle.

Abilities:
* CA_BOUNCE. Bounce on basically anything! Break bustable blocks downwards! Don't take damage from below, unless it's death pit damage, in which case eat shit! Averages to double the jumpheight of the player.
* CA_TWINSPIN can now break bustable blocks up and down in addition to breaking horizontally. Also, a spring boost.
* CA_HOVER now uses seperate states/frames, has dashmode support, and falls slowly whilst not moving very quickly.
* CA_SLOWFALL gets the CA_HOVER states/frames and dashmode support too.
* CA_HOMINGTHOK now targets Sea Egg fakes and egg guard shields, and uncurls when there's no target. It also shows a target icon.
* CA2_GUNSLINGER. Uses revitem as bullet. Autotargets within range/angle limitations on similar rules to homing attacks. Shows a target icon.
* CA2_MELEE can now break bustable blocks up and down in addition to breaking horizontally, and plays much more fluidly. Also, a spring boost.
* CA2_SPINDASH allows you to roll when landing on any surface when moving fast enough unless you have PF_THOKKED. Also, fixed you being able to roll forever.

Conversions:
* CA_DASHMODE -> SF_DASHMODE
* CA2_MULTIABILITY -> SF_MULTIABILITY
* player.jumping -> PF_STARTJUMP
* pw_ingoop -> CR_BRAKGOOP
* PF_NIGHTSMODE -> CR_NIGHTSMODE
* PF_SUPERREADY -> P_SuperReady()
* SPR2_SPIN -> SPR2_ROLL
* SPR2_DASH -> SPR2_SPIN
* SPR2_PEEL -> SPR2_DASH
* SPR2_SSTD, other super frames -> see below...

Others:
* Super sprites are now seperated from normal sprites via using S_SUPER lump in a skin, rather than being an explicitly named super version of the lump (which required a ton of effort from us to make super versions of all sprite2 names). Accessible via FF_SPR2SUPER.
* Unlockable skin stuff is now netcode synchronised. We won't be repeating 2.1's bullshit if we can help it!
* Host can't switch their skin if there's any restrictions applied, since that was unfair.
* Unique Attraction Shield sound instead of reusing S3nK Thundercoin sound.
* Character select menu code is defuckened.
* Fixed zoom tube camera distance being borq'd by a bug.
* Hudnames are now padded if they're less than 5 symbols long.
* Instead of jump damage when jumping being controlled directly by SF_NOJUMPDAMAGE, it now indirectly controls it via applying the flag PF_NOJUMPDAMAGE.
* SF_FASTEDGE. Does... a fast edge animation, really.
* Fixed some oversights with the SPR2isation of NiGHTS.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) function for Lua allowing the homing target visualisation stuff to be done locally without performing horrible, horrible hacks.
* Objects and sounds for the cork, which CA2_GUNSLINGER's main toter uses.

<root>/toaster/charabilities/ has the testing files outside of patch.dta, which is in master.
* srb2win_branch_charabilities.exe.
* player.dta - can't be used with master executables because of sprite2 renaming plus super stuff.
* socchar.wad - very simple WAD which helps test unlocks for the purpose of netplay.

Please let me know if you have a thunk.

See merge request !76
2017-04-04 19:07:50 -04:00
toasterbabe
89f518a8a3 FuriousFox discovered a crash, realised I wasn't careful here. 2017-04-04 23:12:43 +01:00
Monster Iestyn
81c3d6820e Merge branch 'commandline_skinselect' into 'next'
Command-line skin selecting fix

Fixed http://mb.srb2.org/showthread.php?t=42312.

Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.

See merge request !158
2017-04-04 16:49:55 -04:00
toasterbabe
6c923b26e7 woops forgot to push this 2017-04-04 21:29:44 +01:00
toasterbabe
3efa66d537 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/m_menu.c
2017-04-04 21:03:35 +01:00
Rob
8fdbc5669c Merge branch 'level_select' into 'master'
Revamped Level Select (platter view)

Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:

* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)

As a result, the layout of the last three above menus has been changed to varying degrees of difference.

Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.

Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.

Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora

See merge request !68
2017-04-04 12:23:18 -04:00
toasterbabe
76b56a0285 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3
# Conflicts:
#	src/p_user.c
2017-04-04 16:55:20 +01:00
toasterbabe
d5575669fa Handled some of MI's concerns. 2017-04-04 16:50:33 +01:00
Rob
c4984bec46 Merge branch 'changed-defaults' into 'master'
Suggested default settings

Making a merge request for suggested new default settings, because saying "hey, I think this would be a better default, you guys should try it" in IRC won't actually get people to give you opinions on them ;p

Camera distance is 160 now, height is 25, and speed is 0.3 (previously 128, 20, 0.25, respectively). Mouse sensitivity on both axes is now 12, previously 35. The default move/look/jump/spin keys is Mystic's proposed scheme from the New Player Experiences topic (https://mb.srb2.org/showthread.php?t=42095).

Camera settings also now can save to your config.cfg, and they won't try resetting back to the default at every chance it gets. (~~As a side effect, analog mode won't have higher cam_dist anymore. Poor analog mode, no one cries for you.~~ Now increases cam_dist in analog mode by x1.2!) This makes it so everything that's different can be easily reverted back to the older setting.

Test exe in my folder, <root>/TehRealSalt/srb2win_changed-defaults.exe

See merge request !75
2017-04-03 23:45:33 -04:00
toasterbabe
caeb515783 On request, swapped out MT_PARTICLE dust for MT_SPINDUST dust. 2017-04-03 19:01:30 +01:00
toasterbabe
1e64b096fd Bugfixes and code cleanup.
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe
0c792ff67a Add missing flag reads. 2017-04-03 16:05:13 +01:00
toasterbabe
1c737f33c5 Camerascale fix to apply to more stuff. 2017-04-03 13:33:05 +01:00
toasterbabe
643daa3394 Updated coloropposite table for the purpose of the .wads under development. 2017-04-03 13:23:05 +01:00
Alam Ed Arias
4fa188cf01 build: fix 64-bit builds 2017-04-01 17:22:24 -04:00
Inuyasha
6b9ba5d790 Merge branch 'luascript-linedef-fix' into 'next'
Linedef type 443 (Call Lua Function) fix

Fix for https://mb.srb2.org/showthread.php?t=42491

Note that the crash reported occurs only if Lua has been initialized (by having a Lua script loaded) and a LinedefExecute hook function has been added.

See merge request !171
2017-04-01 17:08:49 -04:00
Monster Iestyn
bf29b5c6d1 Print warning message in console if line->next is NULL 2017-04-01 20:16:48 +01:00
toasterbabe
ab34bd231b No need for oldxoffs. 2017-04-01 16:25:20 +01:00
toasterbabe
0ff036c2e2 Some progress!
http://i.imgur.com/yVPJQpp.png

Previously, both were visual garbage. So it's gettin' there.
2017-04-01 16:20:20 +01:00
toasterbabe
837291c013 Woops, need to ensure functional equivalence to what came before. 2017-03-31 17:08:46 +01:00