- Jan 23, 2017
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toaster authored
* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments. * More consistent behaviour. * Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope. * The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning. * Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls. * Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally! No exe uploaded because it's almost 2am.
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- Jan 22, 2017
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toaster authored
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- Jan 21, 2017
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Monster Iestyn authored
GFZ3 Unfuckening Some tweaks to the GFZ3 Eggmobile's behaviour to make it less frustrating for old and new players alike. * GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore. * Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter). * http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded) * GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically. * This was punishing and annoying for both old and new players alike. * http://gfycat.com/CornyLeftDungbeetle (old values - the typical settling height is slightly lower now) See merge request !42
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- Jan 19, 2017
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Monster Iestyn authored
No more double-decker Detons Oversight of a tiny hack when working on the flickies branch meant detons released twin flickies when hitting stuff. As cute as that is, it's also pretty weird. See merge request !62
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Monster Iestyn authored
# Conflicts: # src/d_clisrv.c # src/doomdef.h # src/p_map.c
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Monster Iestyn authored
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- Jan 16, 2017
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Alam Ed Arias authored
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Alam Ed Arias authored
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Monster Iestyn authored
A spike bug no more Jumping at spikes on FOFs in reverse gravity - most notably in ERZ3 - no longer teleports you downwards into the death pit beneath it. See merge request !157
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toaster authored
Fixed a stupid bug involving jumping at spikes on FOFs in reverse gravity caused by my own incompetence/assumptions.
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toaster authored
(I COULD have hacked around the hack, but when a line tells you it's a hack and it makes things work by removing it, you remove it.)
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Monster Iestyn authored
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Alam Ed Arias authored
This reverts commit 6476cf3c, reversing changes made to 0186b90b.
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Inuyasha authored
Appveyor: compile with Mingw32 GCC 4.9.3 Let use an old GCC to compile SRB2 See merge request !112
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Inuyasha authored
Last few changes for 2.1.17 what it says on the tin * Updated version number * Added LJSonic to credits (and changed how I look in the credits to be less stupid) * fixed resynching players seeing the host turn into a spectator for no reason See merge request !155
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Inuyasha authored
Otherwise we can't force updates!
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- Jan 15, 2017
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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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Monster Iestyn authored
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- Jan 14, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Netcode shit
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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Alam Arias authored
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- Jan 13, 2017
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Monster Iestyn authored
Lua additions Thought I'd may as well make a merge request so I can remind people of all the various Lua-related changes here (and because it's about time some of them got in): * Added `P_PointOnLineSide(x, y, line)`. Allows you to quickly determine which side of a line faces the point. *line* can be a real line_t or a custom defined line (just like with P_ClosestPointOnLine). * Added seg_t and node_t support to Lua (note: these are disabled for now, due to complications with OpenGL that we all know something of by now. Bit of a shame really :( ) - of note is node.children and node.bbox: * node.children[] is an array that takes 0 or 1 as indexes (or "right" and "left", alternatively) * node.bbox(child,bboxcoord) is a two-arg function: child can be 0 or 1 (or "right" and "left", alternatively), bbox coord can be 0,1,2 or 3 (or "top", "bottom", "left" and "right", alternatively) * aside from the above, segs[] and nodes[] store the segs/nodes of the current map; segs.iterate and nodes.iterate iterates through segs/nodes * NF_SUBSECTOR is also available for usage with node.children * You can now get the palette indexes (i.e. colormap[n]) of colormap userdata from `v.getColormap`, where n is a palette index number between 0 and 255. Useful for finding out which palette colors turned into what, if they changed at all * ffloor_t userdata can now save to and be read from $$$.sav in netgames properly; this means custom mobj/player variables and NetVars can both send/recieve them directly if you wanted * **IMPORTANT** Blockmap search library! (with a new file: lua_blockmaplib.c) * Format of iteration function: `searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])`. Returns true if search was uninteruppted, false if the iteration function returned true at any point * *searchtype* can be either "objects" or "lines", for looking for mobj_t and line_t stuff in the blockmap respectively * *function* is a function of your choice to iterate with: (sorry I can't get the next two bullets to be one indent further to the side) - format of function needed: `funcname(mobj, foundmobj)` or `funcname(mobj, foundline)` (for searching for objects and lines, respectively) - return value of *function* affects searching somewhat: nil doesn't change searching, false ends searching in a block (but doesn't stop searching, it just moves onto the next), and true ends the full search. Both returning true or false ultimately makes `searchBlockmap` return false. * *mobj* is the reference mobj that you're checking around (if you don't supply x/y ranges to search in, it defaults to checking within the mobj's radius in both axes). If *mobj* was removed mid-search the search stops and `searchBlockmap` returns false * (optional) *x1, x2, y1, y2* are coordinates on the map to search the blockmap between, if given See merge request !54
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LJ Sonic authored
*takes the cookie*
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Alam Ed Arias authored
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LJ Sonic authored
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https://github.com/LJSonik/SRB2LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
-Added a timeout for game state downloading to prevent definitive join freezes in some cases. The timeout has a minimum value of "jointimeout" and gets higher as the game state grows in size -If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded -Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases -File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic -The reason is now properly shown when the server refuses connection -Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1) -Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
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- Jan 12, 2017
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Alam Ed Arias authored
CMake: Fix nasm Linux builds When compiling under Linux with CMake and nasm/yasm enabled, the operation would fail during linking with undefined symbols related to the tmap files. This commit adds support for passing flags to the assembler and passes ```-DLINUX``` in order to compile. After this change, binaries are successfully compiled with either nasm or yasm on Linux systems. Tested on Ubuntu. See merge request !153
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Monster Iestyn authored
Added transmaps to non modifying lump list.
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- Jan 11, 2017
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Alam Arias authored
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Tasos Sahanidis authored
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Monster Iestyn authored
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Monster Iestyn authored
CMake: split inline ASM code from vid_copy.s code See merge request !151
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frozenLake authored
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