- Jul 29, 2019
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toaster authored
* Fixed an unused variable warning in lua_skinlib.c. - fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic) Also with apologies to MI: - golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green - fixed closed captions for replaced player sounds being incorrect - fixed closed captions overlapping tutorial text
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- Jul 28, 2019
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toaster authored
* Re-enable the perplayer stuff in V_DrawFadeFill - not worth having it disabled when it'll just have to be re-enabled later. * Remove some "consistency with software" stuff in hw_draw.c that already has equivalents
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toaster authored
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toaster authored
* Fix not-guaranteed-to-be-set-to-zero-ness of sparklloop * Add blackrock sparkles to good ending. * Don't have emerald sparkles be randomised. * Adjust credits to include Sal (credits sprites + four merged internal MRs and a bunch of public ones) and a few other known contributors, plus remove oni's name (he requested i do it a whiiile ago)
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toaster authored
* Made the black rock animate backwards through its anim again, to match the 2.1 and earlier intro. * Rid branch of mixed code declaration warnings. * Other cleanup.
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- Jul 27, 2019
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toaster authored
Also: * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in). * Minor oversights in SPR2 support corrected. * Better evaluation, featuring ending assets. * Intro has warping-in blackrock, reusing ending assets. * Cutscene text now supports lowercase (intro and custom). * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.) * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column) Bugs: * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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- Jul 20, 2019
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Monster Iestyn authored
Record Attack bg fixes See merge request STJr/SRB2Internal!259
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Monster Iestyn authored
On second thoughts I'll go back to 8 for length in these variables, since as far as I can tell the code doesn't need it to be longer anyway
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- Jul 16, 2019
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Fix crash with GME sounds when being freed See merge request STJr/SRB2!504
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Monster Iestyn authored
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- Jul 15, 2019
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Monster Iestyn authored
Instead of ignoring blank menutypes in M_IterateMenuTree, ignore them in the MIT_ functions instead. (I'm doing this because MIT_GetMenuAtLevel appears to actually care about whether menutype is zero or not unlike the others; I don't want to break the code designed around that)
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- Jul 14, 2019
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Monster Iestyn authored
Titlemap fixes See merge request STJr/SRB2Internal!258
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Monster Iestyn authored
Slightly unrelated tweak: bghide && titlemapinaction clearly takes precedence over bgname if both are present, so reorder these if statement blocks
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Monster Iestyn authored
remove some of the GS_TIMEATTACK hacks I added because I now realise I can just turn titlemapinaction off when entering the menus \o/
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Monster Iestyn authored
* add gamestate != GS_TIMEATTACK checks to prevent Record Attack or NiGHTS Mode losing their backgrounds * increase bgname to 9 to include the extra NULL byte? (is this a good idea actually) * make M_IterateMenuTree ignore menu levels without a menutype value
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SteelT authored
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Monster Iestyn authored
The titlemap glitches turned out to be linked to deathmatchstarts, which wasn't actually properly cleared out each level load ...let's actually fix that, lol. (Neither were the CTF starts but those didn't directly cause any problems luckily)
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Improved libopenmpt loading See merge request STJr/SRB2Internal!251
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MascaraSnake authored
Fix wall spikes that start retracted See merge request STJr/SRB2Internal!255
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Monster Iestyn authored
Thinkerlists fix Closes #161 See merge request STJr/SRB2Internal!253
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toaster authored
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MascaraSnake authored
Unmute wood debris See merge request STJr/SRB2Internal!254
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- Jul 13, 2019
- Jul 12, 2019
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Jonas Sauer authored
Fixed the thinkerlist issues by removing THINK_LIMBO. Delay-removed thinkers now stay in their list. Also includes toaster's assorted fixes and improvements from target_painted_on_your_ass.
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- Jul 09, 2019
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Egg Colosseum (CEZ3 remaster) See merge request STJr/SRB2Internal!248
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Monster Iestyn authored
Sea Egg See merge request STJr/SRB2Internal!244
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Monster Iestyn authored
Fixed mixed-code-and-declaration, shadowed variables, etc ...and the compiler doesn't like P_AddEachTimeThinker being inline anymore for some reason, oh well
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SteelT authored
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SteelT authored
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SteelT authored
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/p_mobj.c # src/sounds.c # src/sounds.h
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