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  1. Jul 12, 2020
  2. Jul 03, 2020
    • lachwright's avatar
      Knuckles changes: · 8652bbc1
      lachwright authored
      - Buffed crouch landing; lasts slightly shorter and cuts speed less
      - Support for swimming! Knuckles has slightly different glide controls when he has swim sprites underwater
      - Improved glide controls in 2D mode
      - Super Knuckles perks: land from a glide or latch onto a wall to generate a shockwave and damage nearby enemies
      - Refactored skid dust
      - Made super sparks use FF_FULLBRIGHT
      - Added P_SpawnSkidDust and P_Earthquake to Lua
      8652bbc1
  3. Jun 18, 2020
  4. Jun 16, 2020
  5. May 28, 2020
  6. May 24, 2020
  7. Apr 21, 2020
  8. Feb 19, 2020
  9. Feb 17, 2020
  10. Feb 13, 2020
  11. Jan 22, 2020
    • LJ Sonic's avatar
      Let clients rejoin the server without losing their status · d374bf4f
      LJ Sonic authored
      This is accomplished by simply preserving
      the player's body after disconnecting.
      
      Bodies will despawn after the number of minutes
      specified by the "rejointimeout" console variable (float).
      A value of 0 disables the feature completely.
      
      Clients rejoining are identified by their IP address,
      and may rejoin even if the server is full or joins are disabled,
      for as long as their body remains.
      
      From a technical standpoint, when the user disconnects,
      the player they were controlling does not leave,
      the underlying player_t just keeps working normally,
      except it does not receive any input anymore.
      When the user reconnects, they are simply "relinked"
      to their player_t.
      
      Those "soulless" players can be identified through
      their "quittime" field, which is the number of tics
      elapsed since the user disconnected, or zero
      if still connected. "quittime" is exposed to Lua.
      d374bf4f
  12. Jan 15, 2020
  13. Jan 11, 2020
  14. Dec 06, 2019
  15. Nov 30, 2019
  16. Nov 15, 2019
  17. Nov 14, 2019
  18. Oct 23, 2019
  19. Oct 18, 2019
    • toaster's avatar
      * New object types! · ad09f260
      toaster authored
          * Red and yellow Boost panels!
              * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
              * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
              * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
              * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
          * Banpyura!
              * A Crushstacean with a spring instead of a crushclaw.
              * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
              * Wanted this for a while, finally added it.
      * Improved springs.
          * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
          * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
          * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
          * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
      * Make directionchar "lag behind" a little bit in waterslides.
      * Improved flame jets.
          * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
      * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
      * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
      * Improved ZB config.
          * Add above new types.
          * Add Blue Diagonal Spring, which existed in the source but not the config.
          * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
      ad09f260
  20. Sep 29, 2019
  21. Sep 07, 2019
    • toaster's avatar
      * Store gravflip (resolves #206) and destscale in starposts. (Using the same... · d26ff197
      toaster authored
      * Store gravflip (resolves #206) and destscale in starposts. (Using the same field, taking advantage of the fact that object scale will always be positive!)
      * Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function.
      * If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves #191).
      d26ff197
  22. Aug 26, 2019
  23. Jun 19, 2019
    • toaster's avatar
      PITY IN PINK! · 2e6898f2
      toaster authored
      * Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
      * Added LHRT object, designed to be summoned with CA2_MELEE.
          * Gives a pink Pity Shield (SH_PINK) on same-team player contact.
          * Deals damage to non-player enemies.
          * Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
      * Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
      2e6898f2
  24. Jun 12, 2019
  25. Nov 25, 2018
  26. Aug 23, 2018
  27. Aug 12, 2018
  28. Aug 11, 2018
  29. Aug 10, 2018
  30. Jun 03, 2018
    • toaster's avatar
      MONSTER COMMIT. · 6e07631c
      toaster authored
      OLD SPECIAL STAGES:
      * Spheres in old special stages instead of rings!
      * Individual timers in old special stages instead of a global one!
      * Old special stages use a variant of the NiGHTS HUD now!
      * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
      * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
      * Made emerald gaining function be based on special stage number rather than gained emeralds!
      * Consistency with...
      
      NiGHTS SPECIAL STAGES:
      * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
      * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
      
      SPECIAL STAGES IN GENERAL:
      * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
      * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
      * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
      
      NiGHTS NON-SPECIAL STAGES:
      * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
      * Colour Chips turn yellow in bonus time.
      * Ideya!
      * Its own "drowning" music!
      * All of the object types for Dream Hill.
      * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
      
      RANDOM BS:
      * Turn super with the spin button instead of the jump button!
      * Followmobj now correctly set with P_SetTarget instead of pointer assignment.
      * Emerald hunt uses new sprites!
      * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
      6e07631c
  31. Mar 31, 2018
  32. Mar 30, 2018
  33. Oct 02, 2017
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