- Nov 16, 2016
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Monster Iestyn authored
Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency ...that was a mouthful
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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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- Nov 15, 2016
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Monster Iestyn authored
Started work on making HWR_DrawFill support V_NOSCALESTART properly ...so far I've got the console text select highlight in the right place outside of 320x200 (and 320x200 is still fine), but for whatever reason it's too large in width and height Oh well, we're part of the way there, anyway
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- Nov 13, 2016
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toaster authored
* Removed the noalt stuff because it's not actually helpful. Everything's gotta come back to something at some point or there'll be errors.
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Inuyasha authored
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Inuyasha authored
Sprite2 changes Some stuff! * Lua access to sprite2. * 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. * FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set. * As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes. * P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does. See merge request !51
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Inuyasha authored
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Inuyasha authored
Damage control + Match rebalancing This is two branches in one since while I was working on damage-control's changes months back, I felt it was best Match rebalancing was merged in here too (thanks JTE for helping me do so). Changes from damage-control: * `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count. * `player->mo->health` (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched. * P_RingDamage now includes ring spilling code. * P_ShieldDamage now has a damagetype argument, allowing me to remove the last MT_NULL hack left in from the pre-damagetype days that I forgot about. * The old "switch-to-seestate" enemy damaging behavior in P_DamageMobj has been removed. This was a Doom left-over and doesn't really affect SRB2's enemies anyway - see, Doom enemies had a random chance of using seestate or painstate, SRB2 enemies always use painstate. * Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general. Changes from match-rebalancing: * New weapon/ammo dropping behavior: if you have the weapon panel + ammo, you drop the panel (but not the ammo); if you don't, you just drop the ammo. * New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost. * New emerald behaviour: collecting all 7 emeralds no longer turns you super (read: Match super is dead now) but instead steal points from enemies and gives you and teammates invincibility + sneakers * Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast. See merge request !28
- Nov 12, 2016
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toaster authored
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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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Inuyasha authored
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toaster authored
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toaster authored
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- Nov 10, 2016
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toaster authored
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toaster authored
FF_ANIMATE now cooperates with Sprite2, and to this end a few player states which have non-varying animation speeds (some which previously had a speed of 0) now use it.
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Monster Iestyn authored
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toaster authored
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Monster Iestyn authored
Reduced palette quick fix Fixes a leftover from the days of the old palette See merge request !50
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Inuyasha authored
Console improvements * Unused console backgrounds no longer take up memory * Input cursor can now move left and right * Support for selections (Shift-arrow keys, CTRL-A, etc) * Clipboard support (CTRL-C to copy, CTRL-V to paste, CTRL-X to cut) * Fixed handling of simultaneous modifier key presses https://dl.dropboxusercontent.com/u/3518218/21/console.gif None of this affects chat yet, that's not part of the console. I'll look at it later. See merge request !133
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- Nov 07, 2016
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Monster Iestyn authored
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- Nov 06, 2016
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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
MD2 limits check hotfix Fixing slight mistake made in merge request !132 that someone else spotted, no real explanation needed See merge request !134
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Monster Iestyn authored
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- Nov 05, 2016
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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
MD2 vertex/frame/triangle/etc limits checking Fix for this bug: http://mb.srb2.org/showthread.php?t=42099 The model reading code didn't properly check if the model had too many vertices, so models with higher counts freely broke the game. This fix now stops that and prints an error message if that is the case. However, it seems some models happily exceed other limits such as texcoords without problem (to my knowledge), so I've not bothered with checking those limits for now. Perhaps this could be a time to discuss if we need to change such limits again or not? Either way, one can easily uncomment my lines for checking texcoords/skins/triangles limits later if needed. EDIT: I've allowed checking for triangle and frame limits too now, after some discussion. See merge request !132
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Monster Iestyn authored
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- Nov 04, 2016
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Inuyasha authored
...your guesses should not be treated as errors.
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