- 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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- Oct 24, 2019
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toaster authored
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- Oct 15, 2019
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SteelT authored
In exchange for preventing access to any mobj_t userdata outside levels, including player's own mobj_t.
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- Aug 18, 2019
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Lactozilla authored
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- Aug 01, 2019
- Jul 30, 2019
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toaster authored
* Strip the word "function" from INLEVEL error messages, since they're now shared between access and function cases. * Move it into lua_script.h, so it's available to everything that needs it.
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toaster authored
Fix lua scripts erroring on the title screen because they're run there but it's not counted as GS_LEVEL (aka #168).
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- Jul 13, 2019
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toaster authored
I know this isn't my branch, but found several reference haemmoragers and figured it'd be appropriate to commit here.
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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 21, 2018
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Monster Iestyn authored
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- Sep 15, 2018
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Marco Z authored
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- Sep 10, 2018
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Marco Z authored
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- Apr 01, 2018
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toaster authored
* Handle all chain objects as a hnext/hprev chain. * When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet). * Fix hidden slings, which I accidentially broke when I revamped maces the first time. * Kill MF2_MACEROTATE. Not needed for anything anymore. * P_MaceRotate now available to Lua to make up for it. * Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
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- Jul 23, 2017
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toaster authored
* Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png * Now that Cyan is back, swap out the substitute Teal in the emblems for it. * P_GetMobjSprite2 is now P_GetSkinSprite2. * Correct "Siler".
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- Mar 18, 2017
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toaster authored
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- Mar 17, 2017
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toaster authored
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- Mar 16, 2017
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toaster authored
First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary.
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- Jan 18, 2017
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Monster Iestyn authored
This makes it less likely for the game to crash when stuff is used outside a level when they shouldn't be
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- Nov 11, 2016
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toaster authored
* Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it. * All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use. * Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
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toaster authored
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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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- Feb 09, 2016
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Inuyasha authored
most other code in the branch did not come along for the ride.
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- May 29, 2015
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Yukita Mayako authored
Here's how it works: When a player walks off the moving platform, it applies their pmomz once, and then _keeps pmomz set_ so that the camera still adds pmomz to its movements until they hit another floor. This way, the camera doesn't jerk around.
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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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- Mar 31, 2015
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Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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- Feb 24, 2015
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Super skin colors are now available for use with mobj.color (but not player.skincolor, for obvious reasons), complete with the names for them (SKINCOLOR_SUPER1-5, TSUPERx, KSUPERx and MAXTRANSLATIONS to boot) git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9042 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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- Aug 04, 2014
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- Apr 14, 2014
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- Mar 15, 2014
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Alam Ed Arias authored
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