Jaime Passos
61866f326a
New Record Attack menu.
2019-08-20 00:12:22 -03:00
Steel Titanium
15b363773f
Fix record attack foreground not appearing.
...
I'm not sure why it suddenly broke when the same condition worked before.
2019-08-19 22:10:52 -04:00
Jaime Passos
e2dde4412d
Fix character description text rendering.
2019-08-19 18:49:23 -03:00
Jaime Passos
5290f4c80b
Cool defines
2019-08-19 16:19:25 -03:00
Jaime Passos
15957bf13f
hghdfhdjhdhkdlfh
2019-08-19 15:34:12 -03:00
Jaime Passos
94e21c7b03
slight cleanup
2019-08-19 15:27:20 -03:00
Jaime Passos
29dc1119e5
uh
2019-08-19 14:43:48 -03:00
Jaime Passos
85499040d3
did The Thing
2019-08-19 14:23:03 -03:00
Jaime Passos
381258883e
More character select work
2019-08-18 22:26:52 -03:00
Jaime Passos
f13a014c4c
Tweak Record Attack screen just a little bit
2019-08-18 20:35:16 -03:00
Jaime Passos
6a66057a60
how do i code
2019-08-18 19:46:55 -03:00
Jaime Passos
feac7b56ec
Merge branch 'newmenus' of https://git.magicalgirl.moe/STJr/SRB2Internal into newmenus
2019-08-18 19:35:14 -03:00
Jaime Passos
778461028e
Character select WIP
2019-08-18 19:34:54 -03:00
Steel Titanium
59cdfa8e27
New music for record attack and nights attack menus
2019-08-18 17:32:52 -04:00
Steel Titanium
fe11620b60
Merge branch 'newmenus' of git.magicalgirl.moe:STJr/SRB2Internal into newmenus
2019-08-18 13:49:08 -04:00
Steel Titanium
a40d5a2a45
Merge branch 'master' of git.magicalgirl.moe:STJr/SRB2Internal into newmenus
2019-08-18 13:46:50 -04:00
Jaime Passos
5e11c5fbe7
Merge remote-tracking branch 'origin/master' into newmenus
2019-08-18 14:46:34 -03:00
Steel Titanium
165ade339b
Update libpng and zlib
2019-08-18 13:21:20 -04:00
Monster Iestyn
c50831f875
Merge branch '2.1.25-prep' into 'next'
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Update version to 2.1.25
See merge request STJr/SRB2!507
2019-08-17 14:07:04 -04:00
Monster Iestyn
9a4a90c9cb
Merge branch 'netcode-exploits' into 'next'
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Fix an exploit where players could steal the final hash of a login
See merge request STJr/SRB2!508
2019-08-17 14:05:20 -04:00
James R
9c1fa867fa
Include md5.h
2019-08-17 10:34:19 -07:00
James R
c1ba72ead8
Remove a printf
2019-08-17 10:33:33 -07:00
James R
19dd9a3c14
Kart discrepancies
2019-08-17 10:33:14 -07:00
Monster Iestyn
0949406b9c
Update MD5 for patch.dta
2019-08-17 18:15:23 +01:00
Monster Iestyn
450ea0cc43
Disable the level end music fade code for now, because we discovered it causes freezes sometimes.
2019-08-16 23:19:43 +01:00
Monster Iestyn
e52a314ddb
Update version to 2.1.25
2019-08-16 20:14:01 +01:00
Monster Iestyn
99f04f1d89
Merge branch 'polyobj-crush-fix-mi' into 'next'
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PolyObject crush hotfix
See merge request STJr/SRB2!506
2019-08-16 12:04:56 -04:00
Monster Iestyn
ae9ecef592
Use P_MobjInsidePolyobj instead of P_MobjTouchingPolyobj, so that you can be crushed by the polyobject's middle rather than just its edges
2019-08-16 14:54:01 +01:00
Monster Iestyn
392cb89ff4
Merge branch 'polyobj-fixes-backport' into 'next'
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PolyObject fixes backport
See merge request STJr/SRB2!505
2019-08-15 13:51:46 -04:00
Monster Iestyn
5c2786b163
Make the various carry types' handling code into a switch case
2019-08-15 18:02:30 +01:00
Monster Iestyn
d55790097f
split MT_TAILSOVERLAY handling code into a function of its own, since there's so much of it
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# Conflicts:
# src/p_user.c
2019-08-15 18:02:22 +01:00
Monster Iestyn
bbefc3b7f4
After looking at the FOF part of P_LineOpening for a while I now realise many of these variables aren't even necessary, so I removed them all.
...
(Naturally I did the same to the camera equivalent)
# Conflicts:
# src/p_maputl.c
2019-08-15 14:30:10 +01:00
Monster Iestyn
cda81cc166
Edit a lot of the rest of the polyobject-related code in P_LineOpening to make more sense and be more optimised.
...
* If you collide with a line belonging to a polyobject, you should NEVER have to care about any FOFs that might be present in either sector of the linedef. This could lead to colliding with ghostly FOFs that aren't actually there or something dumb, if someone decided to give either of the polyobject's control sectors FOFs for some reason. We don't want that, obviously.
* Polyobjects without POF_CLIPPLANE apparently are supposed to have a top and bottom "physical" height of value INT32_MAX and _MIN respectively, according to P_CheckPosition ...let's be consistent with this.
* Finally, there is no more need for that back = front nonsense hack anymore with my changes made.
# Conflicts:
# src/p_maputl.c
2019-08-15 14:28:06 +01:00
Monster Iestyn
c8d1dd3be8
P_LineOpening: set int32 max/min as defaults for opentop, openbottom etc if a linedef you touched belongs to a polyobjetc. the only thing that really matters in this scenario is the polyobject itself after all!
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# Conflicts:
# src/p_maputl.c
2019-08-15 14:25:02 +01:00
Monster Iestyn
27dd99ae72
Remove commented out P_CheckSector calls and add extra comments explaining the situation
2019-08-15 14:21:19 +01:00
Monster Iestyn
8fa54c1ab4
Modify P_CheckSector with a modified version of Sal's attempted proper fix for polyobjects crushing, so that we only need to check the polyobject's control sector directly in the waypoints code.
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This time I've definitely fixed that teleport to ground issue I'm pretty sure, I don't get it in my tests at least.
2019-08-15 14:20:52 +01:00
Steel Titanium
ff9766beee
Merge branch 'master' into newmenus
2019-08-14 22:51:06 -04:00
toaster
7cd21cdfa9
Tweak the Metal Sonic death explosion sequence. It's longer than all the others before the egg capsule comes up, but so is Mecha Sonic in s3k, so it fits.
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(Not uploading an exe for this miniscule change. If you want to play with this, get it in Master. :P )
2019-08-14 10:22:14 +01:00
toaster
35f90e3322
Use the softer explosion sound from s3k to go with the increased quantity of explosions.
2019-08-13 20:24:46 +01:00
toaster
598e9017b1
Fix P_PlayerCanDamage for CA_FLY and CA_BOUNCE to be less lenient in causing damage, by making them based off the top and bottom of the player object respectively rather than its vertical center.
2019-08-13 20:11:44 +01:00
toaster
324c584e5d
Tweak the ACZ3 fight a little, animationwise, since every other non-Brak boss got an upgrade to its death anim in this branch.
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Also make its bomb throw anim use all the new sprites.
2019-08-13 19:41:04 +01:00
Monster Iestyn
f5332ccf8e
Fixed TC_RAINBOW so it doesn't accept invalid colors, whoopsies
2019-08-12 19:06:18 +01:00
toaster
640b39d9aa
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into gfz_boss_rework
2019-08-12 18:50:42 +01:00
toaster
e62fefad5d
Tweak the animation speed of the fleeing eggmobiles' sweatdrops.
2019-08-12 18:50:23 +01:00
toaster
8605d77af6
Fix an issue with painstate-exiting detection in the boss1 thinker.
2019-08-12 18:49:58 +01:00
Monster Iestyn
0685b9705c
Initialise player_names[] in D_RegisterClientCommands such that we don't need to have to manually update it if MAXPLAYERS ever changed
2019-08-12 15:18:36 +01:00
Monster Iestyn
b7a2b3f7a2
Added switch cases to skin color related functions in r_draw.c, added extra error checking
2019-08-12 15:02:36 +01:00
Monster Iestyn
7ba4bbf867
Turn Color_Opposite into a 2D array to simplify usage somewhat. Also fix ColorOpposite for Lua
2019-08-12 14:00:26 +01:00
toaster
9ae750d09c
Since I had to do a clean build to get this up to date (the state list was updated), I decided to redo all the boss explosion animations to be way more aesthetically pleasing.
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Basically, think "Sonic 3". https://cdn.discordapp.com/attachments/371082353990303745/610233312765673493/srb20047.gif
2019-08-12 00:34:42 +01:00
Monster Iestyn
37dd048f12
tweak the defaults for titlescrollxspeed and numDemos
2019-08-11 22:28:32 +01:00