- Dec 06, 2019
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SteelT authored
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- Nov 30, 2019
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sphere authored
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- Nov 14, 2019
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Lactozilla authored
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Lactozilla authored
Other things I missed. Also added SF_NONIGHTSROTATION. Do I even have to keep the old behaviour? I have no idea.
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- Nov 13, 2019
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Lactozilla authored
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Lactozilla authored
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- Nov 09, 2019
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Lactozilla authored
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- Nov 08, 2019
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Lactozilla authored
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- Nov 07, 2019
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Lactozilla authored
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Lactozilla authored
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- Aug 24, 2019
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toaster authored
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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.
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- Aug 04, 2019
- 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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- Nov 25, 2018
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Marco Z authored
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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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- Nov 01, 2017
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Monster Iestyn authored
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Monster Iestyn authored
fix action_call index numbers for the args, add missing breaks after LUA_TUSERDATA code in infolib (I am dumb dumb dumb dumb dumb dumb)
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- Sep 28, 2017
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Alam Ed Arias authored
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- Aug 25, 2017
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toaster authored
This is in preparation for a seperate project which still involves sprite2s.
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- May 17, 2017
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Monster Iestyn authored
SRB2's built-in action types will now all be pushed as META_ACTION, state_t.action can be assigned META_ACTION and return it getUserdataType returns "action" for META_ACTION variables
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- Apr 29, 2017
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toaster authored
There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though. * Serious refactor of - and internal exposure of - what has become S_StartCaption(). * Renaming of a few existing captions. * The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua. * The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.) Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
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- Apr 21, 2017
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toaster authored
Also, replaced ridiculously ambiguous "impossible error" with more descriptive alternative.
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- May 18, 2016
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Inuyasha authored
(no actual SLOC changes)
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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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- Oct 31, 2015
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Yukita Mayako authored
Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
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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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- May 21, 2015
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Yukita Mayako authored
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead of using a full UINT32. Lua only has one number type, so signedness gets in the way of using angle_t directly. This handling of angles matches up with how ZDoom ACS scripting and the like does it. I also changed all the integer casts and pushes of fixed_t to their own macro in preperation for possible future seperation.
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- Feb 24, 2015
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Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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- Mar 21, 2014
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- Mar 18, 2014
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- Mar 15, 2014
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Alam Ed Arias authored
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