- Aug 14, 2015
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Monster Iestyn authored
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Monster Iestyn authored
Polyobj setup fixes If you're wondering why ERZ2 crashes lately, yes, it's my fault once again it turns out! Ideally we shouldn't have loose spawn points or anchors without an actual PolyObject to go with them in the first place, but this fix re-adds the safety check that prevented them from crashing the game before. If it wasn't clear already, this fix is rather important, so please get in asap. See merge request !7
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Monster Iestyn authored
In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.
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- Aug 13, 2015
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Monster Iestyn authored
Derp, disabling Polyobj_findExplicit apparently blocked off the one thing preventing ERZ2 from crashing before (since it has rogue spawn points without actual First Lines to go with them, for whatever reason)
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- Aug 03, 2015
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RedEnchilada authored
This reverts commit 9e306394. Sorry MI, but this completely breaks large maps like AGZ.
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- Jun 22, 2015
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Alam Ed Arias authored
New player animations (Updated player.dta Sonic) Adds support for several completely new player animations, mostly for Super Sonic. See merge request !5
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- Jun 19, 2015
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Yukita Mayako authored
When Super Sonic is "walking in the air", he has a unique animation for it now which is similar to how it looked in previous SRB2 versions.
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- Jun 18, 2015
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Yukita Mayako authored
States were being improperly checked where a panim would be more appropriate.
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Alam Ed Arias authored
Hotfix pltz This is the sister merge request of http://git.magicalgirl.moe/STJr/SRB2/merge_requests/14 updated to be compatible with Internal/master's conflicting changes. See merge request !3
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Alam Ed Arias authored
Conflicts: src/p_mobj.c
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Alam Ed Arias authored
Conflicts: src/lua_mobjlib.c
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Alam Ed Arias authored
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Fixes https://mb.srb2.org/showthread.php?t=40279 Should work fine, but do keep in mind that this fix is untested.
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Alam Ed Arias authored
Goo Water (THZ Goop) adjustements At Nev3r's request: Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold. The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly. See merge request !7
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Alam Ed Arias authored
finesine table I pasted in finesine from #11 and made a merge request. This has been lightly tested to ensure the renderer doesn't immediately break. No ill effects have been observed so far. See merge request !17
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Alam Ed Arias authored
A_SetObjectFlags tweak Only reset the sector/blockmap links on an object calling A_SetObjectFlags if the MF_NOSECTOR|MF_NOBLOCKMAP flags change. Fixes a freeze related to LD442 demonstrated in MascaraSnake's example WAD at https://dl.dropboxusercontent.com/u/27962790/statetest.wad . See merge request !11
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Alam Ed Arias authored
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Alam Ed Arias authored
Re-add/fix broken platform momz mobj code. The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing. Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv) See merge request !14
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Alam Ed Arias authored
Miscellanous fixes to merge These are the commits from the "miscellanous-fixes" branch that are okay to merge in. Bugs fixed include the following: * CTF flags respawning incorrectly: they cannot z position themselves correctly, and they cannot flip themselves. * The weird "jumping" spring/monitor effect: this is the result of an internal mobj_t pointer (tmfloorthing, specifically) not resetting itself to NULL for the next object's thinker, resulting in Z movement code thrusting the object vertically at tmfloorthing->momz. See merge request !18
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- Jun 17, 2015
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Alam Arias authored
Make sure "word" in readlevelheader gets reset
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- Jun 13, 2015
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Inuyasha authored
... because some things (Lua. custom header entries) move it. https://mb.srb2.org/showthread.php?t=40580 (Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
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- Jun 10, 2015
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Yukita Mayako authored
That's supposed to be run once a frame, not once per hook per mobj per frame you moron. If you just run it seven thousand times a frame, of course your framerate will drop.
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Yukita Mayako authored
finesine[0] == 0 now. This naturally fixes a bunch of math fudging. No ill effects have been observed so far.
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Yukita Mayako authored
Stupid JTE.
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Yukita Mayako authored
Dummy, what do you think you're doing? If you just push mobjs and players into Lua all willy- nilly everywhere, you'll wind up generating tons of metatables and stuff you arne't even gonna use! Oh. Thanks me, I'm really smart.
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Yukita Mayako authored
I can't just say screw it and include the full doomtype.h here (windows.h conflict?) so a small hack here will have to do. :I
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Yukita Mayako authored
This _should_ solve some significant performance issues Lua experiences. If not, I will be very upset for having wasted so much time and effort. There will be bugs, this kind of thing needs to be thuroughly tested and this is just the first iteration of it.
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- Jun 09, 2015
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Yukita Mayako authored
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Yukita Mayako authored
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Yukita Mayako authored
Conflicts: src/dehacked.c src/p_mobj.h
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Yukita Mayako authored
Conflicts: src/dehacked.c src/p_mobj.c src/p_mobj.h
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Yukita Mayako authored
Assume that every frame the player is on the ground, their pmomz will be re-set properly if the floor is moving, therefore if the platform STOPS, we need this to set it to 0.
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- May 31, 2015
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Monster Iestyn authored
tmfloorthing and tmhitthing are set to NULL at the start of P_MobjThinker, preventing any weird cases of carrying over the previous mobj's floor object or such. This fixes the issue with upside-down springs shooting downwards if you touch another of its kind. Also fixes one of the issues with monitors in Icicle Falls (after you phase inside the East-most float-bob FOF's monitor via the other bug and jump up to break it while there, the NEXT monitor moves upwards too)
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- May 29, 2015
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Yukita Mayako authored
This partially reverts commit a1c67e7e.
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Yukita Mayako authored
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Yukita Mayako authored
It didn't work at all before, oops. :/
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Alam Ed Arias authored
Hotfix netgame sprite2 This fixes sprite2 not being properly added to $$$.sav because MD_SPRITE wasn't getting set. See merge request !2
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Yukita Mayako authored
For Super Missiles, the Super Sonic player has a seperate animation from normal pain.
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Yukita Mayako authored
It wasn't properly added to $$$.sav because MD_SPRITE didn't get set. :/
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