- May 01, 2016
-
-
Monster Iestyn authored
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
-
- Apr 30, 2016
-
-
wolfs authored
Should fix conflicts with Lua-scripted jump spin abilities.
-
Sryder authored
For some reason every texture and flat loaded into GL is vertically flipped
-
wolfs authored
Fixes http://mb.srb2.org/showthread.php?t=41403. Not sure why nobody noticed this earlier.
-
- Apr 29, 2016
-
-
Sryder authored
Don't think either of them need RGBA
-
Sryder authored
So they don't get effected by the texture format set by the screen depth GL_RGB5_A1 from 16-bit was removing all alpha from the texture
-
Monster Iestyn authored
-
Monster Iestyn authored
apparently it was never used for what exists of floor splats' code, huh
-
- Apr 28, 2016
-
-
Inuyasha authored
-
- Apr 25, 2016
-
-
Monster Iestyn authored
This fixes the rendering glitches encountered around slopes in Glacier Gear, yes. :)
-
- Apr 22, 2016
-
-
Monster Iestyn authored
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
-
- Apr 21, 2016
-
-
Monster Iestyn authored
-
- Apr 20, 2016
-
-
Monster Iestyn authored
Fix how FF_CUTEXTRA FOFs carry over cutting ability to FOFs below them in the same sector, even if they shouldn't do that
-
Monster Iestyn authored
Always wondered why a flag meant for FOF physics was used in the rendering code, lol
-
- Apr 19, 2016
-
-
Inuyasha authored
-
- Apr 18, 2016
-
-
Inuyasha authored
-
- Apr 16, 2016
-
-
Monster Iestyn authored
* add skidtime, which we forgot before 2.1 release apparently * change tics from INT16 to INT32 * change eflags from UINT8 to UINT16 * change actionspd/mindash/maxdash from INT32 to fixed_t
-
Monster Iestyn authored
-
- Apr 10, 2016
-
-
Monster Iestyn authored
Splitscreen fix: half of GFZ1's invinc monitor should no longer appear above the bridge for player 2 I don't know if there's any other vid.height/viewheight confusion like this around, but that was the cause apparently
-
- Apr 07, 2016
-
-
Alam Ed Arias authored
-
Inuyasha authored
-
Inuyasha authored
-
Inuyasha authored
initialize flipcam2 player 2 gets game over music now. restore the other player's music when the dead player is done sulking about their game over
-
Inuyasha authored
Fixed mashing buttons during fades causing crashes, messed up behavior, record attack anywhere, all the damn stupid bugs that it caused, basically
-
- Apr 06, 2016
-
-
Monster Iestyn authored
-
Inuyasha authored
Until we use something besides Native MIDI to play back MIDI music, MIDI volume changing is disabled since it causes way too much of a damn headache. (It's not even our fault, it's fucking MS.)
-
- Apr 05, 2016
-
-
Monster Iestyn authored
-
Monster Iestyn authored
Apparently bosses and players used to use options >> 5 instead of 4 for z heights, or so it seems
-
- Apr 04, 2016
-
-
Inuyasha authored
-
- Apr 02, 2016
-
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Monster Iestyn authored
-
- Apr 01, 2016
-
-
wolfs authored
-
- Mar 31, 2016
-
-
Monster Iestyn authored
-
Inuyasha authored
-
Inuyasha authored
Fixed an off-by-one array error in the process
-
Inuyasha authored
-
Alam Ed Arias authored
-
- Mar 30, 2016
-
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-