- May 25, 2020
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Marco Z authored
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- Feb 19, 2020
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James R. authored
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- Dec 25, 2019
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Sal authored
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Sal authored
Co-Authored-By:
Jaime Passos <jimita@users.noreply.github.com>
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- Dec 06, 2019
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- Dec 04, 2019
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Lactozilla authored
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- Nov 30, 2019
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sphere authored
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- Nov 22, 2019
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Lactozilla authored
Fixes NoReload using the wrong wipestyle. Also fixes non-titlemap title screen wipes using the wrong wipestyle.
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- Nov 18, 2019
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Lactozilla authored
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Lactozilla authored
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Lactozilla authored
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- Nov 15, 2019
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Lactozilla authored
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Lactozilla authored
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Lactozilla authored
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- Nov 14, 2019
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toaster authored
Disable menu input on the title screen for the first second (ie, before the flash), to guarantee people won't start the menu the very first tic after the fade and ruin the animation. (Console and gif/screenshot recording still works, for the impatient.)
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- Nov 07, 2019
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James R. authored
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- Nov 05, 2019
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Lactozilla authored
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Lactozilla authored
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- Nov 03, 2019
- Nov 02, 2019
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Marco Z authored
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- Sep 10, 2019
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Lactozilla authored
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Lactozilla authored
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- Sep 03, 2019
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Marco Z authored
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- Sep 01, 2019
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Marco Z authored
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- Aug 19, 2019
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Lactozilla authored
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- Aug 09, 2019
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Alam Ed Arias authored
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- Jul 30, 2019
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toaster authored
Fix lua scripts erroring on the title screen because they're run there but it's not counted as GS_LEVEL (aka #168).
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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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- Jul 20, 2019
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Monster Iestyn authored
On second thoughts I'll go back to 8 for length in these variables, since as far as I can tell the code doesn't need it to be longer anyway
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- Jul 14, 2019
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Monster Iestyn authored
* add gamestate != GS_TIMEATTACK checks to prevent Record Attack or NiGHTS Mode losing their backgrounds * increase bgname to 9 to include the extra NULL byte? (is this a good idea actually) * make M_IterateMenuTree ignore menu levels without a menutype value
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- Mar 15, 2019
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Marco Z authored
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- Nov 26, 2018
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Marco Z authored
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- Nov 25, 2018
- Nov 18, 2018
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Marco Z authored
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Marco Z authored
* Draw background over titlemap * HIDEBACKGROUND to show titlemap * Specify NOMUSIC or IGNOREMUSIC (to not change music) * Linedef execs implemented for tree hierarchy, including bubbling (NOENTERBUBBLE/NOEXITBUBBLE) * Specify ENTERWIPE and EXITWIPE * Menuid hierarchy fixes (Control mapping, joystick setup) * Time attack handling fixes * Specify custom wipes on runtime for D_Display and P_SetupLevel (for titlemap) * Allow for forcing and skipping a wipe * Wipe utility functions F_GetWipeLength and F_WipeExists
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- Nov 17, 2018
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Marco Z authored
* M_SkyScroll optimization with still speeds; refactor background drawing * Music (in time attack screens so far) * FadeStrength * HideTitlePics * Scrolling backgrounds in Time Attack (moved F_SkyScroll to m_menu)
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- Nov 16, 2018
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Marco Z authored
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