- Sep 29, 2020
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Zachariah WW. authored
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Zachariah WW. authored
Replace all instances of SF_CANBREAKWALLS and PF_CANBREAKFLOORS with SF_CANBUSTWALLS and PF_CANBUSTFLOORS, respectively.
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Zachariah WW. authored
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Zachariah WW. authored
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- Jul 12, 2020
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Golden authored
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- Jul 03, 2020
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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
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- Jun 18, 2020
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kaysrishaq authored
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- Jun 16, 2020
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lachwright authored
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- May 28, 2020
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LJ Sonic authored
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- May 24, 2020
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James Hale authored
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- Apr 21, 2020
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ZipperQR authored
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- Feb 19, 2020
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James R. authored
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- Feb 17, 2020
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fickleheart authored
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- Feb 13, 2020
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James R. authored
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- Jan 22, 2020
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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.
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- Jan 15, 2020
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fickleheart authored
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- Jan 11, 2020
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Tatsuru authored
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- Dec 06, 2019
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SteelT authored
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- Nov 30, 2019
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sphere authored
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- Nov 15, 2019
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LJ Sonic authored
This only takes effect in co-op, and can be disabled with "exitmove off"
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- Nov 14, 2019
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Lactozilla authored
Other things I missed. Also added SF_NONIGHTSROTATION. Do I even have to keep the old behaviour? I have no idea.
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- Oct 23, 2019
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lachwright authored
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- Oct 18, 2019
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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).
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- Sep 29, 2019
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MascaraSnake authored
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lachwright authored
Current known issues: players detached from the ball via any means other than jumping or pain do not have their ball reset properly
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- Sep 07, 2019
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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).
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- Aug 26, 2019
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James R. authored
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- Jun 19, 2019
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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.
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- Jun 12, 2019
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MascaraSnake authored
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- Nov 25, 2018
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Marco Z authored
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- Aug 23, 2018
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Monster Iestyn authored
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- Aug 12, 2018
- Aug 11, 2018
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Marco Z authored
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- Aug 10, 2018
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Marco Z authored
* player->drone mobj variable * P_MoveNiGHTSToDrone, will change later
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Marco Z authored
There is no lapfinishedtime because [mare]finishedtime refers to when Egg Capsule is destroyed. That concept does not apply to laps.
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Marco Z authored
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Marco Z authored
There may not be a point to this, other than to be consistent with how spheres are tracked. If non-special stage NiGHTS should tally a ring bonus, this may be useful.
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