- Nov 08, 2020
- Mar 19, 2020
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LJ Sonic authored
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- Mar 09, 2020
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Monster Iestyn authored
(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
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- Feb 19, 2020
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James R. authored
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- Dec 06, 2019
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SteelT authored
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- Sep 11, 2019
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toaster authored
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- 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 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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- Nov 25, 2018
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Marco Z authored
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- Oct 02, 2017
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toaster authored
Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo!
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- Aug 12, 2016
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toaster authored
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color * if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves) * MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now * emerald is now player->mo->tracer instead of player->mo->tracer->target * nightopian helpers flash for the 35 tics before they disappear * nights capsule makes boss explosions/noises now (i can change it back i just like it better) * drill off into the sky instead of fly up in floating pose (but no noise yet) ALSO: * default maxdash is now 70 * forgot to add supercolor to lua, it is there now * SPR2_SMSL renamed to SPR2_SSTN (stun) * any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
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- Aug 06, 2016
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toaster authored
New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height.
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- Jul 20, 2016
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toaster authored
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- Jul 14, 2016
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toaster authored
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- Jul 13, 2016
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toaster authored
* radius - sets the player's radius for that skin. * height - sets the player's normal height for that skin. * spinheight - sets the player's spinheight for that skin. * shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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- May 01, 2016
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Monster Iestyn authored
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
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- May 21, 2015
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Yukita Mayako authored
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead of using a full UINT32. Lua only has one number type, so signedness gets in the way of using angle_t directly. This handling of angles matches up with how ZDoom ACS scripting and the like does it. I also changed all the integer casts and pushes of fixed_t to their own macro in preperation for possible future seperation.
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- Aug 04, 2014
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Alam Ed Arias authored
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- Mar 15, 2014
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Alam Ed Arias authored
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