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  1. Aug 06, 2016
  2. Jul 18, 2016
  3. Jul 16, 2016
    • Alam Ed Arias's avatar
      whitespace: cleanup · 4e322af6
      Alam Ed Arias authored
      4e322af6
    • Monster Iestyn's avatar
      Merge branch 'side-springs' into 'master' · 99ee3d51
      Monster Iestyn authored
      Sideways springs, horizontal hog-launchers, perpendicular plungers...
      
      Call them what you like, they're in the code now. And have been for months!
      
      Nev3r uses the hell out of these and I'm fed up of them being <!>'s all over the place, so please have 'em in master so we can update srb2.srb and make things better for all of us.
      
      See merge request !30
      99ee3d51
    • Monster Iestyn's avatar
      Merge branch 'dashmode' into 'master' · 9b152471
      Monster Iestyn authored
      Dashmode
      
      This branch Metal Sonic's abilities (CA_DASHMODE) to the game.
      
      See merge request !26
      9b152471
  4. Jul 11, 2016
  5. Jul 09, 2016
  6. Jul 07, 2016
  7. Jun 30, 2016
  8. Jun 23, 2016
  9. Jun 22, 2016
    • Inuyasha's avatar
      Merge branch 'toast_slopes' into 'next' · 26b3f2e0
      Inuyasha authored
      Some slope improvements/fixes (plus P_GetMobjGravity)
      
      Dear Red, I did some things.
      
      * Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
      * Made downhill slope thrusts proportional to an object's gravity and friction.
      * To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
      * Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
      * Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
      * Removed SPRINGCLEAN-ifdef'd code.
      * Cleaned up some eosteric comments.
      * NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
      * NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)
      
      Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.
      
      I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.
      
      See merge request !77
      26b3f2e0
    • Inuyasha's avatar
      Merge branch 'climbing_shit' into 'next' · a938efa3
      Inuyasha authored
      Climbing on one-sided linedefs
      
      Does what it says on the tin. You couldn't before, now you can.
      
      With this branch, thok barriers are now completely optional for maps with no aesthetic need for sky-topped walls. All the bugs and complications that exist with climbing right now still exist, except now there's one less issue making them suck forever and now Nev3r will be very happy.
      
      Do I need a testing .wad? It's... not that hard to create a very small map and go nuts with Knuckles in it. I have one, but uploading it to the ftp almost feels insulting.
      
      See merge request !90
      a938efa3
  10. Jun 20, 2016
  11. Jun 19, 2016
  12. Jun 18, 2016
    • toaster's avatar
    • toaster's avatar
    • Inuyasha's avatar
      Merge branch 'sectorlist_traversal' into 'next' · 8fc61bb6
      Inuyasha authored
      Sectorlist traversal
      
      MOM GET THE CAMERA
      
      There's a LOT of code in the source that ended up mixing m_snext (the node for the next thing in the sector's thinglist) and m_tnext (the node for the next sector in the thing's sectorlist), so I renamed the following:
      
      * m_snext ==> m_thinglist_next
      * m_sprev ==> m_thinglist_prev
      * m_tnext ==> m_sectorlist_next
      * m_tprev ==> m_sectorlist_prev
      
      Then, I changed all the instances where the code was trying to go m_thinglist_next on a mobj's touching_sectorlist (which would've just gone to the node for the next thing in the same sector, instead of the node for the next sector for the same thing). Notable samples:
      
      * FF_SHATTER blocks now disappear the moment you go into their sector. You still can't give FF_SOLID to them because in that case they will still stop you if you never enter their sector at all (ie - clip on corners), but having them nonsolid no longer allows you to phase through entirely without busting them (which was the whole downside of making them intangible in the first place).
      * You can now bump into multiple Mario blocks at a time, even if you're not exclusively in their sector.
      * No more getting randomly stopped on the edges of bouncy FOFs.
      * Landing on polyobjects might behave a little more consistently at the edge of their host sector.
      * Teetering did a SHITTON of code that basically never got executed, and then had directly-blockmap-accessing code as a backup. The code was activatable by replacing the m_thinglist_next with m_sectorlist_next, but it behaved SUPER differently from what we're used to with teetering (if the player mobj's edge was JUST off the edge of a platform, you ended up in teetering frames - even if it looked like you could stand) so I ended up removing that section entirely.
      
      Any objections?
      
      See merge request !85
      8fc61bb6
  13. Jun 17, 2016
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