Commit graph

10626 commits

Author SHA1 Message Date
MascaraSnake
508160ed42 Use 0 instead of 0xffff as dummy mobjnum 2020-05-31 22:58:14 +02:00
MascaraSnake
3a4502fa87 Netsync waypoint sequences 2020-05-31 22:44:25 +02:00
SwitchKaze
5a18bdf20b Fix SOC color name reading 2020-05-30 16:52:44 -05:00
Louis-Antoine
d31346822d Refactor hook library a little 2020-05-30 20:28:45 +02:00
Louis-Antoine
1bacaedde2 Show the traceback when a Lua script error happens 2020-05-30 20:24:33 +02:00
lachwright
f32d29f700 Oops, forgot to #undef 2020-05-31 01:26:23 +08:00
lachwright
a7f73bfa85 Move drop shadows to the ceiling for objects in reverse gravity 2020-05-31 01:21:26 +08:00
lachwright
5136a4d41d Don't cut momentum if landing in a roll 2020-05-30 19:07:16 +08:00
lachwright
b874da5229 Ensure followmobj ghost exists before applying fuse 2020-05-30 18:26:11 +08:00
lachwright
51b640ad5a Feedback so far indicates the old booster effect is preferred 2020-05-30 18:21:39 +08:00
lachwright
ae5d5b9546 Merge branch 'next' into dashmode-fixes 2020-05-30 18:13:21 +08:00
SwitchKaze
d589e6bc95 Fix signpost shade. 2020-05-29 21:41:20 -05:00
Zachary McAlpin
7bdea21435 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into gamequit-hook 2020-05-29 15:32:59 -05:00
Louis-Antoine
1dbb755743 Add dofile() to Lua 2020-05-29 17:35:07 +02:00
LJ Sonic
b7c5163419 Merge branch 'luacolors-gcc10-fix' into 'next'
Fix the "Custom skincolors" branch not compiling with GCC 10.

See merge request STJr/SRB2!966
2020-05-29 11:23:54 -04:00
sphere
71cf31fcaf Fix the "Custom skincolors" branch not compiling with GCC 10. 2020-05-28 18:43:04 +02:00
Louis-Antoine
c6e13d0e30 Fix crash when setting a mobj's angle from a Lua script 2020-05-28 18:34:56 +02:00
Monster Iestyn
755e9d659d Merge branch 'master' into next 2020-05-28 16:34:06 +01:00
SteelT
5542893548 Merge branch 'nowipe-fixes' into 'master'
NOWIPE fixes for colormap and title card wipes

See merge request STJr/SRB2!962
2020-05-28 11:30:01 -04:00
SteelT
07da7f7d29 Merge branch 'scroller-tweaks' into 'next'
Add back side wall scrollers & allow using offsets for tagged wall scrollers.

See merge request STJr/SRB2!955
2020-05-28 11:29:39 -04:00
LJ Sonic
aab6339e66 Merge branch 'possibly-fix-dedi-crash' into 'next'
Possible fix for dedicated server crashes (aka the msvcrt.dll!_mbscat crash)

See merge request STJr/SRB2!963
2020-05-28 11:29:00 -04:00
SteelT
1c42102ddb Merge branch 'fix-input-buffer' into 'next'
Allow input buffer to hold more than 64 tics

See merge request STJr/SRB2!950
2020-05-28 11:27:39 -04:00
SteelT
f0b64971a0 Merge branch 'next-lc-uint16' into 'next'
Custom skincolors

See merge request STJr/SRB2!960
2020-05-28 11:23:05 -04:00
Louis-Antoine
67eef5a37f Fix potential desynch when a player spawns 2020-05-28 11:03:35 +02:00
Louis-Antoine
bb1e3fdf13 Add a few missing calls to GameQuit hook 2020-05-27 14:58:10 +02:00
Monster Iestyn
40566e6926 Got_AddPlayer: check that I_GetNodeAddress(node) is non-NULL before using strcpy to copy it to the playeraddress array 2020-05-25 21:27:48 +01:00
Monster Iestyn
97cf90b9af Merge branch 'crumblebob-fixes' into 'next'
Fix crumbling floatbob FOFs in MP SS5 rising up into space for no reason

See merge request STJr/SRB2!961
2020-05-25 07:58:21 -04:00
mazmazz
272362a86f Fix NOWIPE bugs with colormap fade and title card 2020-05-25 00:20:23 -04:00
mazmazz
8fee9a51ce Add NOWIPE behavaior for colormap fades 2020-05-25 00:19:41 -04:00
Monster Iestyn
ed25fefcae T_BounceCheese: Fix FOF height desync occurring if the FOF fell down too fast (resulting in a bizarre bouncing back up effect in MP SS5 due to P_FloorzAtPos messing up as a result) 2020-05-24 21:15:31 +01:00
SwitchKaze
f508f5b881 Fix typo SKINCOLOT 2020-05-24 12:36:20 -05:00
SwitchKaze
b37c73b008 Make colors UINT16, increase color freeslots to 1024 2020-05-23 19:35:36 -05:00
Zachary McAlpin
566a5a0ab7 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into gamequit-hook 2020-05-23 15:23:43 -05:00
sphere
d6ea89de6f Rename the rest of the wall scrollers in the ZB config. 2020-05-23 16:41:38 +02:00
MascaraSnake
747d784c77 Merge branch 'splitshot-notarget-fix' into 'next'
A_SplitShot no target fix

See merge request STJr/SRB2!956
2020-05-23 07:52:36 -04:00
MascaraSnake
0b7f8ca3e8 Merge branch 'lua-mapthing-len' into 'next'
Lua mapthing len

See merge request STJr/SRB2!957
2020-05-23 07:51:58 -04:00
SwitchKaze
46191cade7 Update to 2.2.4 2020-05-22 16:47:51 -05:00
Monster Iestyn
4b7f0f49f1 added the ability to get the # of a mapthing_t in Lua 2020-05-22 18:32:34 +01:00
Monster Iestyn
c9c7327011 A_SplitShot fix: don't even attempt to A_FaceTarget (or anything beyond) if there is no target to face to begin with 2020-05-21 19:42:48 +01:00
Monster Iestyn
7722d41be6 Merge branch 'sprite-projection-fixes' into 'next'
Sprite projection fixes

See merge request STJr/SRB2!954
2020-05-20 15:33:30 -04:00
Monster Iestyn
702a7041d4 also do the fovtan multiplication thing with precip sprites 2020-05-20 19:34:18 +01:00
Louis-Antoine
bf00955786 Wait for acks before resending file fragments 2020-05-20 16:21:18 +02:00
James R
4eeae51cbb Merge branch 'more-lua-map-names' into 'next'
G_BuildMapTitle for Lua, G_BuildMapName outside of levels

See merge request STJr/SRB2!694
2020-05-19 23:13:35 -04:00
Louis-Antoine
06060c02d3 Add a command to list current file transfers 2020-05-20 00:24:53 +02:00
Louis-Antoine
c8948909d3 Fix I_Error when queuing multiple Lua files 2020-05-19 23:50:37 +02:00
sphere
934b28989f Add linedef actions 507 & 508, allow using offsets for actions 502-504. 2020-05-19 23:39:35 +02:00
Monster Iestyn
c3d576058a on second thought maybe we don't need extra tx clamping, it turns out to be more effort than it's worth (at least for now)
meanwhile, let's move x/yscale calculations down since we don't actually need them until later on
2020-05-19 22:00:34 +01:00
Louis-Antoine
f620b52672 Fix sending Lua files in text mode 2020-05-19 21:36:21 +02:00
Louis-Antoine
34c5da39e2 Create FIL_ConvertTextFileToBinary 2020-05-19 20:00:58 +02:00
Monster Iestyn
65d6b04fd2 change limits for tx based on fov, by multiplying by fovtan
this makes it so that higher fov values can actually let you see all the sprites that should be in the view
2020-05-19 18:54:39 +01:00