- Jul 10, 2016
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toaster authored
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toaster authored
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability. * PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN. * SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them. * SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs). * SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such. Also, a minor change: * Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously. * Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
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toaster authored
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toaster authored
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toaster authored
Significant improvements to the Character select screen in preperation of implementing unlockable characters. * Characters disabled through SOC are outright removed. No awkward gap in scrolling - no hint they were ever there in the first place. * Vertical loop - the character select images are visually continuous. No matter where you are in the chain, you'll always see a hint of the character above or below your current selection in the chain. * Smooth scrolling - Moto and Prime showed me a gfy from back during 2.1 development where it was super smooth. I didn't make it as slow as that one, but the smoothness was easy to add and the reason it was removed previously - gaps in the character select leading to varying speeds - is no longer relevant.
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- Jun 08, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
Fix for rendering sprites in skyboxes This branch fixes the visual glitches one sees with sprites for objects within skyboxes, typically with parts of or all of some sprites disappearing from view even though they shouldn't be. See merge request !84
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Monster Iestyn authored
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- Jun 05, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jun 04, 2016
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Monster Iestyn authored
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colette authored
OpenGL slope fixes again This branch just adds the relevant code for OpenGL to properly check slopes regarding "closed door" segs (those between two sectors that cannot be crossed normally) and "window" segs (those between two sectors of differing plane heights that you CAN cross, which would probably display top or bottom textures), so you don't get HOMs when the the slopes create a closed door even though the normal sector heights wouldn't or something. (if you couldn't understand that, my slopes test map shows what I mean to the right of the player start: https://dl.dropboxusercontent.com/u/25409000/2.1/mi-slopetest.wad) See merge request !81
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Monster Iestyn authored
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- Jun 02, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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http://mb.srb2.org/showthread.php?t=41536Monster Iestyn authored
Basically this makes sure numwadfiles is updated before loading the SOC/Lua scripts, so if a Lua script calls COM_BufInsertText with the contents "addfile scr_mysticrealm.wad" it can't overwrite the last written wadfile slot! Not that COM_BufInsertText really should be used like that to begin with
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wolfs authored
Reviewed by @RedEnchilada
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- Jun 01, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
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Monster Iestyn authored
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Alam Ed Arias authored
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Monster Iestyn authored
OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- May 31, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
This fixes certain sector specials and linedef executor specials etc not accounting for players/mobjs touching sloped FOFs
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
Travis ci Ok, now SRB2 on travis-ci is tested to be compiled against 17 buildsets Now, what am I doing wrong? See merge request !74
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- May 30, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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