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  1. Dec 06, 2019
  2. Nov 30, 2019
  3. Nov 14, 2019
  4. Nov 13, 2019
  5. Nov 09, 2019
  6. Nov 08, 2019
  7. Nov 07, 2019
  8. Aug 24, 2019
    • toaster's avatar
    • 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 04, 2019
  10. Jul 27, 2019
    • toaster's avatar
      A good and bad ending cutscene now exist. · 063e350c
      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.
      063e350c
  11. Nov 25, 2018
  12. Jan 04, 2018
  13. Jan 02, 2018
  14. Nov 01, 2017
  15. Sep 28, 2017
  16. Aug 25, 2017
  17. May 17, 2017
  18. Apr 29, 2017
    • toaster's avatar
      There are now captions for specific types of music! (Currently signified with... · 73f15502
      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.
      73f15502
  19. Apr 21, 2017
  20. May 18, 2016
  21. May 01, 2016
    • Monster Iestyn's avatar
      General improvements to Lua error messages for out-of-bounds stuff. · 2ddde836
      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?!
      2ddde836
  22. Oct 31, 2015
  23. Jun 10, 2015
  24. May 21, 2015
    • Yukita Mayako's avatar
      Change LUA_NUMBER to fixed_t, change angle_t handling in Lua. · ef0e61fc
      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.
      ef0e61fc
  25. Feb 24, 2015
  26. Mar 21, 2014
  27. Mar 18, 2014
  28. Mar 15, 2014
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