- Sep 04, 2019
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- Sep 01, 2019
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toaster authored
* Genesis-style love and attention to the death event. * Only visibly decrement lives/rings when you're respawning (or game over, see below). * Faster no-button-press respawn. * Game Over specific love. * Animation of Level Title font coming in from the sides. * https://cdn.discordapp.com/attachments/428262628893261828/617692325438554132/srb20067.gif * Change gameovertics to 10 seconds instead of 15. * Make the minimum time before you can force going to the Continue screen longer. * Accomodate death in MP special stages as a form of exit. * Don't have your rings or spheres reset when you die in a special stage, so that the stage isn't softlocked with the new harder limits. * Fix a bug with CoopLives_OnChange where changing to infinite lives didn't force a game-overed player to respawn. Also, two not-quite death things which nonetheless were relevant to change: * Fix quitting a special stage having some of the shared spheres/rings disappear into the aether. * Fix a warning during compilation for the Ring Penalty print.
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- Aug 26, 2019
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James R. authored
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- Aug 25, 2019
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Monster Iestyn authored
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- Aug 23, 2019
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James R. authored
CL_SendRequestFile prepends the path for each file.
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- Aug 22, 2019
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toaster authored
* Make it actually look like a brake, so people can tell it's on instead of just having high friction. * Fix it fucking with spring chains (caused by being unwittingly active for the first tic of spring collision).
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- Aug 20, 2019
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SteelT authored
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Monster Iestyn authored
Added quick validity checks for three linedef executor specials that require a player mobj to be the triggerer (432, 434 and 437)
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Monster Iestyn authored
* Make sure the consvar's properties are all initialised to zeros as defaults * Error if the consvar is not given a name * Error if the consvar has CV_CALL but no call function * Error if the consvar has CV_NOINIT but not CV_CALL
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Monster Iestyn authored
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- Aug 17, 2019
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James R. authored
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James R. authored
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James R. authored
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Monster Iestyn authored
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- Aug 16, 2019
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Use P_MobjInsidePolyobj instead of P_MobjTouchingPolyobj, so that you can be crushed by the polyobject's middle rather than just its edges
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- Aug 15, 2019
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Monster Iestyn authored
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Monster Iestyn authored
# Conflicts: # src/p_user.c
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Monster Iestyn authored
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
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Monster Iestyn authored
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
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Monster Iestyn authored
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! # Conflicts: # src/p_maputl.c
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Monster Iestyn authored
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Monster Iestyn authored
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. 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.
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- Aug 14, 2019
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toaster authored
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. (Not uploading an exe for this miniscule change. If you want to play with this, get it in Master. :P )
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- Aug 13, 2019
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toaster authored
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toaster authored
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.
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toaster authored
Tweak the ACZ3 fight a little, animationwise, since every other non-Brak boss got an upgrade to its death anim in this branch. Also make its bomb throw anim use all the new sprites.
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- Aug 12, 2019
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Monster Iestyn authored
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toaster authored
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toaster authored
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Monster Iestyn authored
Initialise player_names[] in D_RegisterClientCommands such that we don't need to have to manually update it if MAXPLAYERS ever changed
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Monster Iestyn authored
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Monster Iestyn authored
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- Aug 11, 2019
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toaster authored
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. Basically, think "Sonic 3". https://cdn.discordapp.com/attachments/371082353990303745/610233312765673493/srb20047.gif
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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toaster authored
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toaster authored
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