- Dec 06, 2019
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- Nov 30, 2019
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sphere authored
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- Nov 18, 2019
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Lactozilla authored
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Lactozilla authored
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- Nov 05, 2019
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toaster authored
https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif * Port MUSICDEFs from Kart. * Safe to modify without modifying game, so we can put it in music.dta eventually. * "Title", "AltTitle", "Authors" fields are self-evident. * "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select). * "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test. * Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test). * Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left). * Change V_DrawFixedPatch to allow scaling on two seperate axes. * Now called "V_DrawStretchyFixedPatch". * "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes). * Available to Lua under v.drawStretched! * Even works in GL! * Bugfix: Add SR_PLAYER to SOC's menutypes_list. Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
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- Oct 14, 2019
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Lactozilla authored
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- Jun 18, 2019
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toaster authored
With permission from Kart Krew (Sal and Sryder specifically - they don't know WHY vanilla's using it): * Port across the additional colour translation maps, including mobj-level support for "colorized" objects. * Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character. * Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
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- Nov 25, 2018
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Marco Z authored
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- Nov 11, 2018
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Marco Z authored
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- Oct 30, 2018
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Latapostrophe authored
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Latapostrophe authored
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Latapostrophe authored
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- Mar 20, 2018
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toaster authored
* Remove deprecated P_Random() from Lua.
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- Mar 19, 2018
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toaster authored
* Fix Old Special Stage offsets. * Fix drowning number offsets. * Remove useless "WS" macros.
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- Feb 12, 2018
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toaster authored
* Add a drawFill fallback for COLORMAP too. * Correct a few index mishaps.
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toaster authored
- controllable strengths between 0-31 for COLORMAP lump like before - arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9 - exposed to Lua as v.fadeScreen(color, strength)! * Remove last vestiges of V_STATICPATCH.
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- Jan 04, 2018
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jan 02, 2018
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Alam Ed Arias authored
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- Aug 16, 2017
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Monster Iestyn authored
Feed skin and sprite2 through P_GetSkinSprite2 to change sprite2 if necessary (if for instance the supplied sprite2 didn't actually exist)
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- Jul 17, 2017
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Monster Iestyn authored
Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally 0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
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- Jul 09, 2017
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Monster Iestyn authored
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
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- May 13, 2017
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toaster authored
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Monster Iestyn authored
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Monster Iestyn authored
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- Apr 30, 2017
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Monster Iestyn authored
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- Apr 25, 2017
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Monster Iestyn authored
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- Oct 18, 2016
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Monster Iestyn authored
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- Aug 18, 2016
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toaster authored
The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky.
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- Jun 24, 2016
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Monster Iestyn authored
Using colormap[n] on colormap userdata from v.getColormap (e.g. colormap[0] or colormap[255]) now gives you the palette color replacing that index
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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- May 14, 2016
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Monster Iestyn authored
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- May 03, 2016
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Inuyasha authored
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- May 01, 2016
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Monster Iestyn authored
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
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- Mar 30, 2016
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Alam Ed Arias authored
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- Jan 31, 2016
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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- Jun 10, 2015
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Yukita Mayako authored
That's supposed to be run once a frame, not once per hook per mobj per frame you moron. If you just run it seven thousand times a frame, of course your framerate will drop.
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- Mar 31, 2015
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Removed Lua's access to subsector/linedef validcounts and camera viewheight/startangle, since they are all useless for Lua purposes git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9040 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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