JTE
4016d15f7b
Adjusted platform-creating velocity of goo water.
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Now it will only bounce ONCE when you jump on it, and Knuckles
just barely gets enough velocity out of his jump for even that.
This will leave players vulnerable and annoyed for a lot less
time while they wait to finish bouncing.
2015-04-04 18:38:20 -04:00
RedEnchilada
5a4d9f885b
Making RotateThings a bit nicer??
2015-04-01 20:41:53 -05:00
RedEnchilada
6616b030bb
Replace the old spinny polyobject player drifty hack thing with a new one that actually works
2015-04-01 18:15:46 -05:00
RedEnchilada
fb120299bb
Make polyobjects carry the same objects as conveyors for consistency
2015-04-01 17:39:20 -05:00
Alam Ed Arias
83461f49c5
Merge branch 'public_todo_next' into next
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All commits that was in private that are not SRB2 2.2 had moved to public's next
2015-04-01 12:32:34 -04:00
Ronald Kinard
649dd7bd8d
Fix SDL2 searching for main when it wasn't necessary.
2015-03-31 18:00:14 -04:00
MonsterIestyn
9e306394dd
Guess what major breaking-news bug I just fixed B)
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(It's that infamous intangible West/South linedefs bug, which was really a blockmap-related bug all along. AND IT WAS SO SIMPLE TO FIX!)
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9048 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
bd5dcb0b0a
Make sure lump name is zeroed out before writing so it always ends in a terminating char
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9047 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
a797e88bb9
Red's last commit should have been using "pgl", not "gl" for function name prefixes, so the compiler would be happy. Also, more simplicity in my camera code please! Simplified some of the checks for whether a camera should chase or not etc
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9046 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
308a958653
yellow wanted me to push this cus it fixed md2 translucency for her test cases
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
RedEnchilada
ada9b6a9ea
I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:14 -04:00
MonsterIestyn
076719e6a4
P_CheckSight should ideally be called AFTER most other things in things like P_LookForPlayers at least
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9043 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
d915a8142d
Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
6cff0bba70
Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -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
4aa0b7a2a8
Fixed changing of player states with respect to vertical spring direction; only thing that should affect it is the player's own gravity.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9038 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
34c396825f
tmsprung is dead, long live MFE_SPRUNG a bunch of other painful tweaks to springs to fix this long-standing "AAA IM STUCK FOREVER UNDER A SPRING" thing when you touch a vertical spring from below (or above for reverse)
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9037 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
MonsterIestyn
69f77a6c2e
Not sure how these things work, but presumably this was meant to be here
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
Alam Ed Arias
515895dd30
cmake: Fixes to allow MSVC to compile
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running is another story
Author: Ronald Kinard <furyhunter600@gmail.com>
Date: Wed Jan 28 02:09:03 2015 -0600
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9013 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
MonsterIestyn
c8c7878005
MF2_PUSHED is now MFE_PUSHED, for the simple reason that it makes more sense as an eflags object flag than a flags2 object flag!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9009 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
JTE
2eb6dd4fc2
Prepared SRB2.cbp (Code::Blocks project) for SDL2 development on Windows as best I could. @_@;
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9006 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
474ad01b46
No more stupidity for No More Enemies special plz NME special now acts similarly to Each Time, checking all sectors sharing the same tag as itself for any enemies/bosses hiding within. This also supports cases where the tagged sectors are FOF control sectors. When the situation is asitsaysonthetin, NME acts like a normal trigger linedef should and executes all linedef execs around the sector it's located in.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9005 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:12 -04:00
MonsterIestyn
af4c2fe391
Some minor cleanup for OpenGL sprite/MD2 code
2015-03-31 18:00:04 -04:00
MonsterIestyn
965bd2f694
Crawlas now use only one state for looking each
2015-03-31 17:56:06 -04:00
Ronald Kinard
2b826bd50c
Merge branch 'next' into internal-master
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Synchronize for STJr/SRB2!5 .
2015-03-30 16:25:28 -05:00
Ronald Kinard
cf3bd83e2f
Merge branch 'solid-midtextures' into next
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Closes STJr/SRB2!5 .
2015-03-30 16:23:13 -05:00
RedEnchilada
70732f6475
Make solid midtexture trick work properly(?) for polyobjects
2015-03-30 13:06:04 -05:00
RedEnchilada
808775de02
Effect 4 on a map line now makes the front midtexture solid
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(Supports Effect 5 repeating of arbitrary lengths, but not of the automatic "top-to-bottom" type; just use Impassible there!)
2015-03-29 00:49:27 -05:00
Ronald Kinard
a2af7ba305
Merge branch 'master' into next
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Synchronize with master for STJr/SRB2!4 .
2015-03-24 23:12:01 -05:00
Ronald Kinard
0e3ce03ca9
Merge branch 'master' into master-internal
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Synchronize with public master for STJr/SRB2!4 .
2015-03-24 23:07:03 -05:00
Ronald Kinard
d7b3795a82
Merge branch 'fix-windows-compile'
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Closes STJr/SRB2!4 .
2015-03-24 23:04:44 -05:00
Ronald Kinard
53680903e5
Fix compilation and debugging on Windows.
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Core code has too many #define dependencies on interface-specific
defines. This means that it's currently not possible to safely
separate the core and interface code into different contexts. The
core code should be refactored to accomadate for this because we
should not have any interface-specific code in core in the first
place.
This reverts the static library SRB2Core from a7135094
and instead
adds the core sources to the SRB2SDL2 target directly.
So frustrating...
2015-03-24 19:32:58 -05:00
Ronald Kinard
d407d280ad
Merge branch 'next' into internal-master
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Synchronize STJr/SRB2!3
2015-03-08 21:54:47 -05:00
Ronald Kinard
ad6535ca51
Merge branch 'master' into next
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Synchronizing STJr/SRB2!3
2015-03-08 21:50:21 -05:00
Ronald Kinard
2f52a5d34f
Added a fatal error message when attempting an in-source build.
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In-source builds are pain and suffering and I am going to stop people
from doing them to save them that pain.
2015-03-08 18:47:26 -05:00
Ronald Kinard
c43b41e183
Fix generation of SRB2DD target.
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It still won't compile correctly. But this should avoid the error
messages related to it.
2015-03-08 04:30:07 -05:00
Ronald Kinard
8472075960
Prepend ASM sources with the current source directory in CMake.
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This fixes generation with USEASM enabled.
2015-03-08 04:16:16 -05:00
Ronald Kinard
a713509493
Refactor CMake to allow source grouping and separation of interfaces.
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Core and SDL2 are two separate targets now. Core is a static library
that is linked into SRB2SDL2. The sources for both are separated.
When using an IDE like Visual Studio or Xcode, the source code
organized into groups that explain what that group of sources does.
In the future, "Main" could be split into a few more groups based on
file prefixes, but I think the way it is set up works for now.
Makefile targets are not affected by source_groups and typing `make`
will automatically compile both the "Core" library and SRB2SDL2
itself.
2015-03-08 03:26:54 -05:00
Ronald Kinard
3d5d61ee87
Remove MSVC netplay warning.
2015-03-04 20:37:37 -06:00
Ronald Kinard
f28b050c07
Append current branch name to comp version string.
2015-03-04 20:15:57 -06:00
Ronald Kinard
e223084982
Use bin output directory.
2015-03-04 20:07:51 -06:00
JTE
7964f3b044
Removed the need to add "Status = 1" to all new Character select entries for it to become active.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9002 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
c1bfde0027
Fixed WGL code "device mode" breaking.
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The devil is in the details.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE
8d7b5941a8
Changed super colors to make them pulse instead of flash. Removed alt. supercolors from replay ghost stuff, because that's stupid. :/
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8999 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:11 -05:00
JTE
092134ad0c
Title screen cheat "devmode".
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Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
MonsterIestyn
9b0e09877e
gametype command now prints gametype NAMES instead of numbers. Even prints "Single player" when appropriate!
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8997 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:42:12 -05:00
JTE
0dff0d84de
New HD SRB2 icon by VAdaPEga.
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git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8994 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:07:56 -05:00
Alam Ed Arias
51380dd527
Merge branch 'next_to_private' into 'master'
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Next to private
Merged github next to private master
See merge request !1
2015-03-01 20:01:57 -05:00
Alam Ed Arias
82fc6fd4c0
whitespace cleanup
2015-03-01 19:38:42 -05:00