Jaime Passos
edd016690d
A bunch of stuff
2019-10-14 02:24:44 -03:00
toaster
1d65caa250
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it):
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* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
2019-06-18 17:55:57 +01:00
mazmazz
075f28b7c8
WIP 20190101 merge
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d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Monster Iestyn
1b2aea81dc
Merge branch 'master' into next
2018-11-25 20:39:17 +00:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Monster Iestyn
268bde3fdf
Merge branch 'public_next'
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# Conflicts:
# src/d_netcmd.c
# src/d_netcmd.h
# src/dehacked.c
# src/g_game.h
# src/hardware/hw_draw.c
# src/hardware/hw_main.c
# src/lua_baselib.c
# src/lua_hook.h
# src/lua_hooklib.c
# src/lua_hudlib.c
# src/lua_libs.h
# src/lua_maplib.c
# src/lua_script.c
# src/m_misc.h
# src/p_mobj.c
# src/s_sound.c
# src/sdl12/mixer_sound.c
# src/w_wad.c
2018-11-10 15:41:57 +00:00
Latapostrophe
6841458546
got rid of the settop as well
2018-10-30 22:51:05 +01:00
Latapostrophe
799d8d2749
remove gL check
2018-10-30 22:29:28 +01:00
Latapostrophe
a0495142df
Small hud library additions
2018-10-30 19:40:59 +01:00
toasterbabe
05bf3674d3
* M_Random function access to v! (so v.RandomFixed(), etc...)
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* Remove deprecated P_Random() from Lua.
2018-03-20 15:00:27 +00:00
toasterbabe
7885ae57e2
* Allow for V_ flag control for hudinfo SOC/Lua stuff through hudinfo[n].f (for flags).
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* Fix Old Special Stage offsets.
* Fix drowning number offsets.
* Remove useless "WS" macros.
2018-03-19 23:08:51 +00:00
toasterbabe
da3f8ceb8d
* Move the non-mapping drawFill out of the source code function and into the Lua interface.
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* Add a drawFill fallback for COLORMAP too.
* Correct a few index mishaps.
2018-02-12 18:23:57 +00:00
toasterbabe
c1b48ea79f
* Total overhaul of V_DrawFadeScreen(color, strength!
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- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
2018-02-12 17:47:31 +00:00
Alam Ed Arias
f9a0ef517d
Use playersprite_t
2018-01-04 14:49:26 -05:00
Alam Ed Arias
30549addf3
Undo signed mess
2018-01-04 14:26:16 -05:00
Alam Ed Arias
75abd428fc
MSVC2015: fixup
2018-01-02 13:22:10 -05:00
yellowtd
519414b215
Merge branch 'master' into titlemap
2017-08-22 19:07:32 -04:00
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
4d740ff783
Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
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0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
e485ac3a7e
Add support for getting super sprites with v.getSprite2Patch
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You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
2017-07-09 16:33:43 +01:00
toasterbabe
ba4275c415
title screen hud hook
2017-05-13 22:38:06 +01:00
Monster Iestyn
d91471b053
check spr2names not sprnames, whoops
2017-05-13 21:43:04 +01:00
Monster Iestyn
c2f03c5953
Fix compiler errors
2017-05-13 21:28:44 +01:00
Monster Iestyn
ce1422a70b
Starting work for v.getSpritePatch and v.getSprite2Patch, dunno if these work yet mind
2017-04-30 22:53:05 +01:00
Monster Iestyn
1462c638cb
Added the "lua_lumploading" variable for restricting certain Lua functions to lump load time only
2017-04-25 21:45:53 +01:00
Monster Iestyn
6473953c8c
Merge branch 'master' into lua-additions
2016-10-22 14:59:01 +01:00
Monster Iestyn
e1baf02b7a
Lua now errors if negative scales are used with v.drawScaled
2016-10-18 22:07:20 +01:00
Monster Iestyn
2f85704d87
Merge branch 'master' into lua-additions
2016-09-30 20:14:53 +01:00
toasterbabe
3d9fe7c899
The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky.
2016-08-19 00:06:12 +01:00
Monster Iestyn
88a805b331
Using colormap[n] on colormap userdata from v.getColormap (e.g. colormap[0] or colormap[255]) now gives you the palette color replacing that index
2016-06-24 19:17:35 +01:00
Inuyasha
f07585191b
copyright dates/statements updated and such
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(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
f579a12d2c
Fix up more Lua error messages to be more meaningful (and work properly, in some cases)
2016-05-14 23:52:40 +01:00
Inuyasha
782f6e9330
dupx and dupy are important for Lua too
2016-05-02 22:25:00 -07:00
Monster Iestyn
2ddde83601
General improvements to Lua error messages for out-of-bounds stuff.
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The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
2016-05-01 22:14:42 +01:00
Alam Ed Arias
51aa7692d8
Merge branch 'master' into next
2016-03-30 20:15:08 -04:00
Alam Ed Arias
0fe6ee5339
cleanup abs warnings
2016-03-30 00:22:12 -04:00
Monster Iestyn
d1b89c9320
Quick fix for another drawer lib function while I'm here, cough
2016-01-31 22:52:02 +00:00
Monster Iestyn
04528eb3e6
<Inuyasha> MonsterIestyn: what about render_none?
2016-01-31 22:15:17 +00:00
Monster Iestyn
dafe0ccd11
Added v.width(), v.height() and v.renderer() to Lua's drawer/video library
2016-01-31 21:53:14 +00:00
Yukita Mayako
0af32ee2fa
Move garbage collection out of Lua hooks.
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That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
MonsterIestyn
2d9d028bea
Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
2480382b6b
remove camera_t's "relativex" option from Lua stuff, it's unused anyway (todo: possibly remove said variable from existence altogether? Some disabled code still uses it though)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9036 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
Alam Ed Arias
404b5f666c
SRB2 2.1.12 release
2014-11-11 19:55:07 -05:00
Alam Ed Arias
7cb77075d1
SRB2 2.1.11 release
2014-08-26 23:56:30 -04:00
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
32de698f5e
SRB2 2.1.6 release
2014-03-24 22:17:59 -04:00
Alam Ed Arias
15bd266cac
SRB2 2.1.5 release
2014-03-23 12:00:29 -04:00
Alam Ed Arias
ed72bd8fa1
SRB2 2.1.4 release
2014-03-21 19:21:06 +00:00