Commit graph

2964 commits

Author SHA1 Message Date
Monster Iestyn
bdb3c2ea0e extrainfo now determines "skybox ID", a number between 0 and 16 to identify the viewpoint or centerpoint
also I made that change skybox linedef exec special I guess (linedef type 448)
2017-04-26 18:16:01 +01:00
Monster Iestyn
6c619af9ce Use the skybox mobj's actual z position, rather than using the spawnpoint angle!
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
2017-04-26 17:12:57 +01:00
Monster Iestyn
5608c4b4e7 Merge branch 'public_next' 2017-04-26 16:17:29 +01:00
Monster Iestyn
72d52547fa Merge branch 'next' into public_next 2017-04-26 16:16:57 +01:00
Monster Iestyn
058ad4df88 Merge branch 'master' into next 2017-04-26 16:15:40 +01:00
Monster Iestyn
d4c330678a level header's "forcecharacter" parameter doesn't take skin numbers anymore, so this isn't needed! 2017-04-25 20:39:32 +01:00
toasterbabe
8ae91de9db Per Inu's request, semi-broken (both game mechanically and engineering wise) directional information has been removed from the Captions. It's now "in-level" (dot) and "sourceless" (no dot) only. 2017-04-25 16:03:51 +01:00
Monster Iestyn
c16ae57f91 Merge branch 'addfile-directories-fix' into 'next'
Addfile directories fix

This is a fix for this bug: https://mb.srb2.org/showthread.php?t=42279

See merge request !166
2017-04-24 20:46:38 -04:00
Monster Iestyn
e03577d957 Merge branch 'falling-rocks-fix' into 'next'
Falling rocks fix

This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963)

See merge request !162
2017-04-24 20:41:32 -04:00
toasterbabe
c7c908eed3 Emerald tokens being used as actual game tokens on the end-of-act screen!
https://gfycat.com/PlumpShowyBream https://gfycat.com/AlarmingLoathsomeBelugawhale
2017-04-24 21:56:17 +01:00
Monster Iestyn
f099782c91 Spinning/swinging maces/chains and Particle generators can now use P_FindSpecialLineFromTag! 2017-04-24 21:05:28 +01:00
Monster Iestyn
13cb656f0b Whoops forgot this 2017-04-24 20:43:58 +01:00
toasterbabe
922603fbca Fix V_DrawCroppedPatch's handling of topdeltas. 2017-04-24 20:39:32 +01:00
Monster Iestyn
4e96f624e7 Split off part of P_SpawnSpecials into a new function called P_InitSpecials
This allows tag lists, gravity, weather, and the "CheckFor" vars to be initialised before running P_LoadThings or P_ResetDynamicSlopes, in case they could affect mobj spawning or cause a netgame desync somehow by carrying over the previous level's values
2017-04-24 20:33:39 +01:00
Monster Iestyn
7658469c23 Merge branch 'drawfill-fix-2' into 'master'
DrawFill made not stupid

made it more consistent with other drawing 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)

See merge request !173
2017-04-24 12:43:10 -04:00
Monster Iestyn
7f7c7c58ab Use less-than, not less-than-or-equals, since deststop is off-screen 2017-04-24 17:41:50 +01:00
toasterbabe
9c58d1def8 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-24 15:50:20 +01:00
toasterbabe
18ad6a3a0d Minor tweak to the balance of GFZ3. 2017-04-24 15:38:22 +01:00
toasterbabe
60b7649141 Complete the secrets checklist. 2017-04-23 18:45:54 +01:00
toasterbabe
8d477aefd5 Minor improvements here and there. 2017-04-23 01:12:00 +01:00
toasterbabe
aed8b0b9fd #moreclues (except instead of clues they're sound name fixes) 2017-04-23 00:49:57 +01:00
toasterbabe
785213827b Made the code easier to maintain, and added support for more UC's. 2017-04-23 00:39:20 +01:00
toasterbabe
bcf0df7cb6 Ended up being stressed and not getting any real work done, so figured I'd finish up the checklist system. 2017-04-23 00:16:09 +01:00
toasterbabe
9a8ae7cd64 Okay, I lied. Here's a little bit of cleanup. 2017-04-22 12:53:57 +01:00
toasterbabe
c1bd4f570c The start of an unlockable checklist revamp. Require more UC_ constant acknowledgement and the ability to scroll, but I can't work on this for a while so. 2017-04-22 12:14:15 +01:00
toasterbabe
f8c09d7475 More better sound names. (I'll push something good at some point, I promise!) 2017-04-21 23:41:31 +01:00
toasterbabe
7556b407b2 Fix crash on loading level without a header. 2017-04-21 23:37:14 +01:00
toasterbabe
37fc95ca08 Added modifying sound captions to Lua infolib.
Also, replaced ridiculously ambiguous "impossible error" with more descriptive alternative.
2017-04-21 21:54:56 +01:00
toasterbabe
3cce495675 Made PCX use cv_screenshot_colorprofile.
Also, optimised gif headwrite's palette writing.
2017-04-21 20:29:06 +01:00
Monster Iestyn
bbeb69c477 Merge branch 'polyobject-checksight-fix' into 'master'
Polyobject checksight fix

This branch fixes how polyobject lines apparently stop objects from "seeing" other objects behind them; the relevant code now checks the polyobject's top and bottom too! This is relevant for enemies trying to get you, Homing attack, Fang's gun, etc etc.

Can't say if it's perfect or not, but it's a definitely an improvement over what happened before, anyhow.

See merge request !86
2017-04-21 11:58:35 -04:00
Monster Iestyn
ed9dfaa617 Merge branch 'master' into polyobject-checksight-fix 2017-04-21 16:32:38 +01:00
Monster Iestyn
f77e107c1a Merge branch 'no-doubling-texture-heights-plz' into 'master'
No doubling texture heights plz

If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway).

srb2win-nodoubletexheight.exe can be found in my FTP folder.

See merge request !85
2017-04-20 21:00:48 -04:00
Monster Iestyn
839dc6bcc1 Merge branch 'hud-drown-numbers-fix' into 'master'
First person HUD drown numbers fix

This branch fixes the following issues with the first person HUD when drowning:
* "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0
* SF_MACHINE's special drowning numbers from 3rd person not being used

See merge request !80
2017-04-20 16:20:00 -04:00
toasterbabe
aa475c9d26 Realised color profile disabling for screenshots didn't work in GL, so updated the menu to show that.
Also, made other minor menu tweaks.
2017-04-20 20:16:10 +01:00
toasterbabe
4f59fa35b3 Add headings to Video Options menu. 2017-04-20 19:27:19 +01:00
toasterbabe
8b46ee76ff Disable colour profile influence on screenshots and gifs if you want. 2017-04-20 18:59:27 +01:00
toasterbabe
9d46ba281f Screenshots now contain the palette you're actively looking at, as opposed to the palette the game/map has! This makes sense for colorblind users being able to store their precious memories, and it matches up with how gifs palettise. 2017-04-20 13:17:11 +01:00
toasterbabe
29d5af61c1 Correcting gamma to match base SRB2. 2017-04-20 13:15:32 +01:00
toasterbabe
bef9520556 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences 2017-04-19 23:03:47 +01:00
toasterbabe
c3840ba01d Colour Cube Calibration Menu! (called "Advanced Color Settings" because No Fun Allowed...)
https://cdn.discordapp.com/attachments/237798387070664724/304343382073933824/aa.png

Also, a "Reset all" button for the Monitor toggle menu, a ton of new cvars to match up with the colour cube calibration, and a bunch of variable renames related to colour cube operations.
2017-04-19 22:24:28 +01:00
Monster Iestyn
3edbf0a085 Fixed P_CheckSight not considering polyobject top and bottom at all
This was actually kind of easier to do than I expected, though I can't tell if there's anything else I need to do or not
2017-04-19 22:19:46 +01:00
Monster Iestyn
f0256c41be Be gone ye old texture hack 2017-04-19 20:00:19 +01:00
Monster Iestyn
8ffa741cda Merge branch 'master' into mapthing-spawn-hook 2017-04-19 17:46:38 +01:00
Monster Iestyn
25015142b1 Merge branch 'mi-hardcode-stuff' into 'master'
MI hardcode stuff

A branch where I hardcode some of the various SOCs in patch.dta and some of our external files

Stuff hardcoded in this branch (so far)
* The contents of SOC_PITY from patch.dta
* The contents of SOC_XMAS from patch.dta
* The big gargoyle for DSZMaster-n1.wad

I've made a subfolder called "mi-hardcode" in my FTP folder for files you'll need for testing:
* srb2win-mihardcode.exe is an exe I compiled for this branch
* An edit of patch.dta with SOC_PITY and SOC_XMAS removed, this can be the new patch.dta once merged in

See merge request !84
2017-04-19 09:19:13 -04:00
toasterbabe
9b13caccae greem 2017-04-18 23:40:57 +01:00
toasterbabe
c2edd6224d Figured out what was up. I didn't quite understand my original array! 2017-04-18 23:38:38 +01:00
toasterbabe
83e16da83b Introducing the Colour Cube! https://cdn.discordapp.com/attachments/293238104096112641/304015171385294850/aa.png
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.

Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
2017-04-18 23:21:10 +01:00
Monster Iestyn
0f2c9c40a2 Hardcoded the big gargoyle 2017-04-18 20:38:13 +01:00
Monster Iestyn
941ab72204 Hardcode new/updated xmas scenery object type/state info 2017-04-18 18:32:52 +01:00
toasterbabe
e34e8f85e2 Including a statement about performance on the resolution menu. 2017-04-18 17:45:43 +01:00