* 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?
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
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.
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
(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)
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
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
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
TD rendering freeze fix
This is a fix for the Lava Mountain freeze issue from TD (KartKrew/TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough.
See merge request !159
This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
Better papercollision
Diagonal bounding boxes are no longer root 2 larger than they should be. Testwad is <root>/toaster/sawb.wad. Nice and simple.
See merge request !49
Slopewall transfer
As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch.
Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless.
Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you).
See merge request !66
Hardcode some stuff in patch.dta
Does what it says on the tin. I wanted to do the Christmas objects before creating the merge request, but it's advisable to block patch.dta's updating as little as possible, and I'm slowing down on my own development speed, so better move quickly.
Also, I hardcoded a nicer rolling trail aura from smiles.wad/smilespatch.wad, a nicer fire from new CEZ1, made the Koopa shell more fun and made the spinning flame jet WAY less hacky.
Check <root>/!LatestSRB2Files/ for srb2win_branch_hardcode.exe and the patch.dta fork it runs off, which includes all the necessary changes here.
See merge request !65