- Mar 05, 2017
- Mar 04, 2017
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Sryder authored
Possibly fix some whitespace problems
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- Mar 02, 2017
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ZTsukei authored
Mushrooms rewritten to not use Instathrust, instead they jack up your accel to 10x. Feels nicer. Floor mushroom panels no longer activate while above them Mushrooms force player to accelerate (and cannot brake) K_PlayTauntSound works now. (YES YES YES HUP HUP YES HUP HERE WE GO) Star and Mega sfx might stop correctly now in netgames (need to test) Item box radius and height increased from 32 to 36.
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- Feb 28, 2017
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ZTsukei authored
Roulette timer stops manually again - as more players join the game, the player in first will have to wait longer to stop the roulette manually. Players further back will also wait slightly longer, while the person in last will always only take 1 second to stop the roulette. Fixed drifting so it stops when you're too slow.
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- Feb 27, 2017
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ZTsukei authored
Intermission timer is back down to 20 seconds unless something breaks with auto-transmissions again. Also I remembered to enable Magnets this time. Super low odds on it though.
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ZTsukei authored
Friction updated. Added KARTSTUFF to lua. Added ->kartstuff to network syncing stuff (surprised it even worked before now???), also maybe items correctly reset at the end of level now.
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- Feb 26, 2017
- Feb 25, 2017
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ZTsukei authored
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- Feb 24, 2017
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ZTsukei authored
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- Feb 22, 2017
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ZTsukei authored
Consolidated the turning and drifting values to k_kart functions for easier editing Removed 200cc. 50/100/150ccs are a weird amalgamation of the prior values.
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- Feb 21, 2017
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ZTsukei authored
DevEXE version 1.1.00: Added some MD5 checks, increased md2 triagle limit, temporarily disabled magnet
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- Feb 20, 2017
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ZTsukei authored
Star works, configured to work in multiplayer with just speed items for now... Will return to look for color stuff later.
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- Feb 19, 2017
- Feb 18, 2017
- Feb 17, 2017
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Sryder authored
# Conflicts: # src/Makefile # src/doomdef.h # src/hardware/hw_main.c # src/p_mobj.c # src/p_user.c # src/r_segs.c # src/sdl/i_video.c # src/win32/win_sys.c
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Sryder authored
# Conflicts: # .gitignore # libs/zlib/projects/visualc10/zlib.vcxproj # src/Makefile # src/am_map.c # src/d_main.c # src/dehacked.c # src/doomdef.h # src/g_game.c # src/hardware/hw_main.c # src/hardware/hw_md2.c # src/info.c # src/p_inter.c # src/p_map.c # src/p_mobj.c # src/p_spec.c # src/p_user.c # src/r_bsp.c # src/r_plane.c # src/r_segs.c # src/r_things.c # src/s_sound.c # src/s_sound.h # src/sdl/Srb2SDL-vc10.vcxproj # src/win32/Srb2win-vc10.vcxproj # src/win32/Srb2win.ico # src/y_inter.c
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ZTsukei authored
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ZTsukei authored
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- Feb 13, 2017
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ZTsukei authored
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- Feb 10, 2017
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ZTsukei authored
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- Feb 09, 2017
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Monster Iestyn authored
Record attack custom exit fix This fixes the bug reported here: http://mb.srb2.org/showthread.php?t=42342 Record Attack now no longer allows the tally to be skipped, whether by custom exits or by Lua etc. See merge request !164
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- Feb 07, 2017
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ZTsukei authored
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- Feb 05, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Dedicated console shift-down fix This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc. Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time! See merge request !163
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- Feb 04, 2017
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Monster Iestyn authored
console window uses ev_keyup too so don't worry about turning off
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- Feb 03, 2017
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Monster Iestyn authored
TD render fix 2: Electric boogaloo This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation? See merge request !160
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- Jan 31, 2017
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Monster Iestyn authored
Fixes TD's terminal from freezing the game this time, oh boy
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Monster Iestyn authored
TD rendering freeze fix This is a fix for the Lava Mountain freeze issue from TD (TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough. See merge request !159
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- Jan 30, 2017
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Monster Iestyn authored
Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX) This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
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- Jan 16, 2017
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Alam Ed Arias authored
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