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  1. Dec 06, 2019
  2. Nov 30, 2019
  3. Nov 15, 2019
  4. Nov 10, 2019
  5. Nov 08, 2019
  6. Nov 07, 2019
  7. Oct 01, 2019
  8. Aug 24, 2019
    • toaster's avatar
      Lua save-banks! · 4e256b73
      toaster authored
      * Array of 8 INT32's natively embedded into savedata (net and SP)!
      * Initialised to zero whenever a new save (or equivalent) is started, otherwise untouched by the base game.
      * Requires reservation to avoid clobber-conflicts.
          * Access via `reserveLuabanks()` - returns a read-write userdata.
          * Assign userdata to local variable or global rawset to use later.
      
      Mostly for future SUGOIlikes, but I'm sure someone could figure out an unrelated usage eventually.
      4e256b73
  9. Aug 01, 2019
  10. Jul 30, 2019
  11. Jul 29, 2019
    • toaster's avatar
      * Made the evaluation screen even more attractive. · 47554b57
      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
      47554b57
  12. Jul 28, 2019
  13. Jul 17, 2019
  14. Jul 12, 2019
  15. Jul 02, 2019
  16. Jun 28, 2019
    • toaster's avatar
      Metal Sonic fixes! · faebe0f9
      toaster authored
      * Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
      * Make missiles able to vectorise him.
      * Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
      * Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
      * Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
      faebe0f9
  17. Jun 19, 2019
    • toaster's avatar
      "PlayerCanDamage" hook! · 3eb9b85f
      toaster authored
      * Takes function(player, mo) input.
      * Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
      * Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
      * Return NIL for allowing the function to continue regular operation.
      
      Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.
      
      Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
      3eb9b85f
    • toaster's avatar
      P_PlayerCanDamage(player_t*, mobj_t*), ported from the abandoned... · ef6e00e8
      toaster authored
      P_PlayerCanDamage(player_t*, mobj_t*), ported from the abandoned project_birthday because GOD the code looks awful with those huge monolith conditions in it. Available to Lua.
      (Also, minor fixes to lib_pSpawnLockOn, and removing the SH_OP fuckery.)
      ef6e00e8
  18. Jan 02, 2019
  19. Dec 22, 2018
  20. Dec 20, 2018
  21. Dec 18, 2018
  22. Dec 17, 2018
  23. Dec 16, 2018
  24. Nov 29, 2018
  25. Nov 25, 2018
  26. Nov 11, 2018
  27. Oct 20, 2018
  28. Sep 18, 2018
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