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  1. Dec 06, 2019
  2. Nov 30, 2019
  3. Oct 24, 2019
  4. Oct 15, 2019
  5. Aug 18, 2019
  6. Aug 01, 2019
  7. Jul 30, 2019
  8. Jul 13, 2019
  9. Jun 18, 2019
    • toaster's avatar
      With permission from Kart Krew (Sal and Sryder specifically - they don't know... · 1d65caa2
      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.
      1d65caa2
  10. Nov 25, 2018
  11. Nov 11, 2018
  12. Oct 21, 2018
  13. Sep 15, 2018
  14. Sep 10, 2018
  15. Apr 01, 2018
    • toaster's avatar
      Mace optimisation! · 6d59551a
      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.
      6d59551a
  16. Jul 23, 2017
  17. Mar 18, 2017
  18. Mar 17, 2017
  19. Mar 16, 2017
    • toaster's avatar
      First attempt at making skin availabilities netgame-synchronised. However, I... · 60a2e265
      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.
      60a2e265
  20. Jan 18, 2017
  21. Nov 11, 2016
    • toaster's avatar
      * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2).... · 20677c7a
      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.
      20677c7a
    • toaster's avatar
      Lua support for sprite2. · 9aa41582
      toaster authored
      9aa41582
  22. May 18, 2016
  23. May 14, 2016
  24. Feb 09, 2016
  25. May 29, 2015
    • Yukita Mayako's avatar
      Add MFE_APPLYPMOMZ to fix camera movement. · a1c67e7e
      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.
      a1c67e7e
  26. 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
  27. Mar 31, 2015
  28. Feb 24, 2015
  29. Aug 04, 2014
  30. Apr 14, 2014
  31. Mar 15, 2014
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