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  1. Jul 26, 2020
  2. Jul 17, 2020
  3. May 24, 2020
  4. Mar 19, 2020
  5. Feb 22, 2020
  6. Feb 19, 2020
  7. Feb 03, 2020
  8. 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
  9. Jan 15, 2020
  10. Dec 06, 2019
  11. Nov 30, 2019
  12. Nov 18, 2019
  13. Oct 15, 2019
  14. 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
  15. Aug 26, 2019
  16. Aug 24, 2019
  17. Aug 22, 2019
  18. Aug 01, 2019
  19. Jul 30, 2019
  20. Jul 13, 2019
  21. Nov 25, 2018
  22. Aug 12, 2018
  23. Aug 11, 2018
  24. Aug 10, 2018
  25. 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
  26. Mar 31, 2018
  27. Mar 30, 2018
  28. Oct 02, 2017
  29. Jul 06, 2017
  30. Mar 22, 2017
    • toaster's avatar
      Big commit, sorry. I broke several things trying to get other things to work... · ddf8db12
      toaster authored
      Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
      
      *P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
      *player-jumping is dead, long live PF_STARTJUMP
      *per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
      *mobj for this is in the game as requested
      *fast teetering animation flag
      *general code cleanup
      ddf8db12
  31. Feb 05, 2017
    • toaster's avatar
      Drawangle. · 260b461c
      toaster authored
      Mystic wanted it, just play it - too busy to give proper commit description. Will outline everything it is in the merge request when that happens.
      260b461c
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