Commit graph

2611 commits

Author SHA1 Message Date
Alam Ed Arias
2823c7bffb build: fixup warnings from GCC 6.2.1 2017-03-12 17:23:56 -04:00
Nevur
be9ca534d7 Whitespace indenting. 2017-03-12 20:26:45 +01:00
Nevur
144514247d Added exceptions to the transparent column drawers to avoid modifying pixels with the cyan color. 2017-03-12 20:02:29 +01:00
toasterbabe
b9ddc0226e Fixed a thing where super float started on the float frame normally and then immediately went to the float run frame a tic later. 2017-03-11 18:15:44 +00:00
toasterbabe
5b77ca5fed Reverted change where NiGHTS drilling sprites were technically the super version of flying sprites. It was not helpful to modders at all, and was only justifiable as a rutheless attempt at efficiency in storage. 2017-03-11 18:14:58 +00:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
toasterbabe
75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
Monster Iestyn
4f80bd82a5 Merge branch 'metal_unsuck' into 'master'
Making Metal's pinch cues suck less

Does what it says on the tin. Give it a shot with <root>/toaster/metaltest.wad to skip the race and go directly to the boss to see what it does!

See merge request !70
2017-03-10 14:20:36 -05:00
toasterbabe
7f7d51a474 comment updates 2017-03-06 19:03:05 +00:00
Nevur
13dbe7d3a3 Fixed issue with vertical offsets being broken.
Add a vertical flip variant for the translucent column drawer.
Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
2017-03-05 18:53:34 +01:00
Nevur
829be5bd43 Changed how R_GenerateTexture picks the function to draw the columns so it checks once per patch.
Also had to set the same args for all of the three current column drawer functions.
2017-03-05 12:49:09 +01:00
Nevur
bf5a10e4b7 The translucency feature is now functional, but it doesn't exactly work as expected. Need to make it behave like FOF translucencies etc., I guess. 2017-03-05 00:29:10 +01:00
Nevur
bb49362577 Add rudimentary and non-working code for translucency on patches. 2017-03-04 20:59:43 +01:00
Monster Iestyn
0f014fe20a Merge branch 'master' into next 2017-03-04 17:16:33 +00:00
Monster Iestyn
5019077f82 Merge branch 'precip-overflow-fix' into 'master'
Precipitation sprite overflow fix

This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out.

I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind)

See merge request !169
2017-03-04 08:40:37 -05:00
Monster Iestyn
b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
toasterbabe
76c15a0e97 Salt's suggestion. 2017-02-18 21:17:20 +00:00
toasterbabe
cf45067d9c Gametype descriptions.
https://gfycat.com/RelievedUnselfishChinchilla (competition's desc is slightly reworded but I'm too lazy to retake the gfy)
2017-02-18 17:09:03 +00:00
toasterbabe
2f9db4486a Minor corrections. 2017-02-18 14:03:49 +00:00
toasterbabe
c882851f14 Wide icons for the level select platter's exclusive usage.
https://gfycat.com/MenacingClearAngora

More for what's coming than what's here right now, but still quite pretty as a placeholder.
2017-02-17 01:45:21 +00:00
toasterbabe
758bec6963 Fixed a bunch of awkwardness where Metal wouldn't reset himself properly when his target died. 2017-02-14 02:07:08 +00:00
toasterbabe
a04ae45a93 MORE CUES 2017-02-13 18:53:16 +00:00
toasterbabe
3feac5bc90 bad bounce https://gfycat.com/DeliciousReliableGentoopenguin 2017-02-13 18:04:08 +00:00
toasterbabe
5f3cfc6729 Some cleanup. 2017-02-12 14:16:52 +00:00
toasterbabe
6dfef794a4 Metal Sonic's bounce attack is much nicer. Also, a bunch of other minor tweaks. 2017-02-12 01:28:12 +00:00
toasterbabe
a66567ea0f borp https://gfycat.com/AcceptableWhiteJabiru
doesn't do anything in ogl sorry, inu might change that later but
2017-02-10 23:24:06 +00:00
toasterbabe
9fc757f388 Inuyasha: You were right.
* Changed the order of Record/Nights Attack and its level select menu option so that you go from the main menu to the map page to level select, rather than main menu to level select to map page.
* Cleaned up a lot of code.
2017-02-10 14:54:05 +00:00
toasterbabe
8cdcb2c416 * You can now bounce off of springs without unbouncing.
* You can now bounce off the bottom of goop areas.
* Fixed that long-standing bug where you could accelerate whilst rolling.
2017-02-09 23:24:47 +00:00
Monster Iestyn
9b737d1165 Merge branch 'record-attack-custom-exit-fix' into 'next'
Record attack custom exit fix

This fixes the bug reported here: http://mb.srb2.org/showthread.php?t=42342

Record Attack now no longer allows the tally to be skipped, whether by custom exits or by Lua etc.

See merge request !164
2017-02-08 20:18:06 -05:00
toasterbabe
7b4688732b * Float ability now properly stacks with dashmode.
* Corrected a scenario where you could get a CTF flag mid-dashmode and have dashmode properties forever.
2017-02-08 16:46:16 +00:00
toasterbabe
29c48c1992 As defined in spec, lose a bit of chain each time you bounce on land. 2017-02-08 16:08:36 +00:00
Monster Iestyn
f9b41898a9 Don't allow skipping stats in record attack/nights attack 2017-02-05 22:04:29 +00:00
toasterbabe
d670189c89 * Fixed the Mode Attack cv_nextmap issue Salt found.
* Improved the defaulting system to work cross-gametype.
* Cleaned up the code. Less hacks!
2017-02-05 21:20:32 +00:00
Monster Iestyn
591fe13cc0 Merge branch 'dedicated-console-fix' into 'master'
Dedicated console shift-down fix

This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc.

Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V

Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time!

See merge request !163
2017-02-05 14:44:50 -05:00
Monster Iestyn
dc249c6cd5 D_ModifierKeyResponder now checks for ev_console as a "key down" event
console window uses ev_keyup too so don't worry about turning off
2017-02-04 23:26:37 +00:00
toasterbabe
abc218de38 I am bad at conditions. 2017-02-04 21:41:43 +00:00
toasterbabe
5170fafcac * CA_BOUNCE is now more pleasant to control.
* CA_MELEE can now break downwards like CA_BOUNCE, and CA_TWINSPIN can break both up and downwards.
2017-02-04 18:25:16 +00:00
toasterbabe
ba652864a6 Revamped roll-on-landing to work even from jumping, for the purposes of slopes! (But not from PF_THOKKED.)
Salt has wanted this for a while, and this was the only branch I had open which it was appropriate for. :P
2017-02-04 17:08:14 +00:00
toasterbabe
c04ee6bfb7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-02-04 15:19:02 +00:00
Monster Iestyn
823aa7d24d Merge branch 'td-render-fix2' into 'master'
TD render fix 2: Electric boogaloo

This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation?

See merge request !160
2017-02-03 12:27:03 -05:00
toasterbabe
3aa7573c86 Made code repetition less. 2017-02-02 16:10:37 +00:00
toasterbabe
42518a1759 For consistency purposes, added trailing ellipses to level selection prompts I added. 2017-02-02 16:02:07 +00:00
toasterbabe
590ffae391 Maximum length for name strings on level platters. http://i.imgur.com/FFXmVlY.png 2017-02-02 12:52:39 +00:00
toasterbabe
55e736250a Clear out some irrelevant/redundant functions now there are no non-platter Level Selects available. 2017-02-02 12:32:02 +00:00
toasterbabe
05ebc93f6c After discussion with Mystic and Rob, you now keep your lives, score and emerald count when changing maps in Co-op mode. Reset when you declare -force. 2017-02-01 21:31:35 +00:00
toasterbabe
8625c8bfbd Removed extraenous space. 2017-02-01 21:30:10 +00:00
toasterbabe
8ebb4a3c3f Making things nicer for the server creation menus of 2P mode and NONET executables. 2017-02-01 17:36:19 +00:00
toasterbabe
4efeb02978 Added some useful options to the Server setup menu, including a jump-link to the relevant Options screen. Think it should be a little smarter designed, though, but I'd rather commit what I have then let it languish. 2017-02-01 17:21:04 +00:00
toasterbabe
873e768a44 Server page (and splitscreen server page) started.
http://i.imgur.com/jJ3YZUd.png

Will be discussing what to do with the space freed under "server options" the heading on IRC tomorrow.

(MI, if you're looking - the mistake was that I set up an IT_CALL menu line as IT_CVAR by mistake, which of course caused a crash when trying to get ((consvar_t *)M_GameTypeChange)->string. ;P )
2017-01-31 23:56:09 +00:00
Monster Iestyn
72bd3e28ed Fix sprtopscreen from getting integer overflows once and for all in R_DrawRepeatMaskedColumn
Fixes TD's terminal from freezing the game this time, oh boy
2017-01-31 22:10:31 +00:00