Jaime Passos
d019080327
I LOVE MENU CODE!
2020-01-23 22:38:54 -03:00
Jaime Passos
11c3721db4
Fix warnings around load_shaders
2020-01-23 22:30:36 -03:00
Jaime Passos
d24060bb94
Wait.
2020-01-23 22:24:35 -03:00
James R
968fea0383
Fix implicit operand because GLSL is a goof or such
2020-01-23 17:22:02 -08:00
Jaime Passos
770135451f
Restore some model lighting code that went gone in the shaders code
2020-01-23 22:02:18 -03:00
Jaime Passos
1755c240bf
Fix the gl_leveltime problem, I guess.
...
This is probably superfluous.
2020-01-23 21:25:54 -03:00
Jaime Passos
544d6acc51
Delete USE_PALETTED_TEXTURE again
2020-01-23 20:21:13 -03:00
Jaime Passos
1601f0c66f
Update copyright text
2020-01-23 20:12:15 -03:00
Jaime Passos
014638ead7
Fix view aiming / shearing
2020-01-23 19:44:46 -03:00
Jaime Passos
7266e0876a
towards
2020-01-23 19:17:05 -03:00
James R
3d9466e5f5
Semantics
2020-01-23 13:57:39 -08:00
Louis-Antoine
ba127008cf
Do not spam player quit net commands
2020-01-23 19:59:41 +01:00
Louis-Antoine
b0b22b53d6
Ignore disconnected players in tag gametypes
...
Disconnected players do not become IT at round start.
If all non-ITs are disconnected, the round ends.
If all ITs are disconnected, one of the non-ITs
becomes IT, or the round ends if in Hide & Seek.
2020-01-23 19:58:13 +01:00
Louis-Antoine
ce20642fa7
Do not protect non-IT players in tag gametypes
2020-01-23 18:52:16 +01:00
James R
f0daea39d4
Don't set controls to keys out of array bounds
...
Shout-out to TAG's config that somehow had
`setcontrol2 "custom3" "KEY931926528"`, cuasing the game to crash only in
Splitscreen.
2020-01-22 22:19:00 -08:00
Louis-Antoine
e8760fe5dd
Update Lua I/O support to 2.2
2020-01-22 23:08:57 +01:00
Bartu Ä°nce
875774a45f
no message
2020-01-22 22:08:08 +01:00
Bartu Ä°nce
c72e0efee4
"page x of y"
2020-01-22 21:57:28 +01:00
Bartu Ä°nce
912734ffe6
Extra emblems display, take 2.
2020-01-22 21:52:15 +01:00
Bartu Ä°nce
aa05581de2
Added support for 10+ emblem hints
2020-01-22 18:53:17 +01:00
lachwright
32607d6195
Reduce severity of glide landing & move skid dust to separate function
2020-01-23 01:02:44 +08:00
Louis-Antoine
fb28ede660
Rename R_IsPointInSubsector to R_PointInSubsectorOrNull/Nil
...
The old name made it really easy to accidentally read
R_IsPointInSubsector as R_PointInSubsector, and anyway it
didn't even make sense...
2020-01-22 16:58:57 +01:00
Louis-Antoine
cfec8609f9
Fix missing declaration
2020-01-22 04:01:06 +01:00
Louis-Antoine
f209721ded
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into keep-body
...
# Conflicts:
# src/g_game.c
# src/p_setup.c
2020-01-22 03:57:22 +01:00
Louis-Antoine
2527b6c389
Teleport disconnected players to starpost if they fall in a pit
2020-01-22 03:20:27 +01:00
Louis-Antoine
412ba38a81
Refactor player spawning code a little
2020-01-22 03:19:15 +01:00
Louis-Antoine
d03c928baa
Give flashing tics to disconnected players and prevent drowning
2020-01-22 03:14:44 +01:00
Louis-Antoine
73d0549fa4
Ignore players towards exit count 30 seconds after their disconnection
2020-01-22 03:11:05 +01:00
Louis-Antoine
d374bf4f9b
Let clients rejoin the server without losing their status
...
This is accomplished by simply preserving
the player's body after disconnecting.
Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.
Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.
From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.
Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00
James R
2373a0aa83
Actually actually match the old behavior and check existing levelflats in P_AddLevelFlatRuntime BRUH
2020-01-21 16:47:47 -08:00
SteelT
a6d49eaaa7
Merge pull request #447 from ConfusionAlphaX/local-resynch-fix
...
Fix title screen broken when leaving during resynch
2020-01-21 19:09:15 -05:00
James R
d90c0b8fbd
Don't check "Too many flats in level" with P_AddLevelFlatRuntime
...
Also moved the debug down in case anyone uses that.
2020-01-21 15:35:07 -08:00
James R
9cd101c68d
Revert "Fix Ploadflat closing the game with "Too many flats in level" error message"
...
This reverts commit ea129f701c
.
2020-01-21 15:35:07 -08:00
James R
f297f4ff56
Sonic is dead again
2020-01-21 12:24:24 -08:00
James R
c347254e80
Reorder Sonic's ass so the OpenGL wipe doesn't see garbage
2020-01-21 12:23:34 -08:00
James R
dfcd058c80
(BRUH MOMENT) activettscale was -1, so do recache after it's set
2020-01-21 12:21:18 -08:00
Zwip-Zwap Zapony
49a4c7d5f3
Separate "turnmultiplier"s for splitscreen players
...
This fixes player 2 using player 1's "cam_turnmultiplier"
instead of player 2's "cam2_turnmultiplier"
2020-01-21 14:53:05 +01:00
James R
5b08e1802d
Trim the trailing zeros off floats for cvars
2020-01-20 23:14:26 -08:00
James R
2d8ea7125c
Remove unnecessary optimization
2020-01-20 15:36:27 -08:00
James R
0d460aed1d
Merge branch 'gl-dropshadows' into 'next'
...
OpenGL drop shadows
See merge request STJr/SRB2!703
2020-01-20 16:52:40 -05:00
Zwip-Zwap Zapony
c1097813f4
Fix "cam2_turnmultiplier"
...
In splitscreen stuff, player 2's "cam2_turnmultiplier" implementation
was wrong compared to player 1's "cam_turnmultiplier"
This commit makes player 2's multiplier work just like player 1's does
2020-01-20 16:14:20 +01:00
Tatsuru
431206ebee
Die
2020-01-20 10:04:44 -03:00
Tatsuru
fed000b724
Remove Tails pick-up lock
2020-01-19 23:18:49 -03:00
Tatsuru
697dbd58e7
Turn cv_exitmove on by default
2020-01-19 21:56:53 -03:00
Tatsuru
db22d503a4
HUD visual indicator + property fix
2020-01-19 21:55:08 -03:00
Tatsuru
9e4c519cad
In-map visual indicator
2020-01-19 19:02:03 -03:00
Tatsuru
e9a8c2d21a
No more losing lives when finished
2020-01-19 14:30:05 -03:00
Confusion
ad505a6fe7
Fix title screen broken when leaving during resynch
2020-01-19 17:55:22 +03:00
James R
a7770c3e97
Merge branch 'add-exitmove-to-menu' into 'next'
...
Put cv_exitmove in the server options menu
See merge request STJr/SRB2!704
2020-01-19 02:18:49 -05:00
James R
9dbc54284e
Opt into new MUSICDEF format (2.2.0 compatibility)
...
The "VERSION" directive enables features available in a certain version of
SRB2. It may be used as "VERSION 2.2.0".
2020-01-18 23:12:30 -08:00