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  1. Apr 03, 2018
    • toaster's avatar
      A minor assortment of changes. · 4f3f647f
      toaster authored
      4f3f647f
    • toaster's avatar
      * Optimise them even further... AGAIN! Using an offset-based system rather... · 156cc031
      toaster authored
      * Optimise them even further... AGAIN! Using an offset-based system rather than a multiplication-based one...
      * Again, tweak the spawning code to take maximum advantage of these gains.
      * Fix potential crashes with MT_NULL mace/chain types supplied.
      * #ifdef out the height-clipping code. It needs more TLC than I can give it right now, and the existing behaviour is less obviously broken (sadly enough).
      * Fix chainmace points, which were apparently broken without anyone realising.
      156cc031
  2. Apr 02, 2018
    • toaster's avatar
      * Revamp mace creation again to potentially serve as the foundation for... · 4051ae89
      toaster authored
      * Revamp mace creation again to potentially serve as the foundation for further optimisation (and also not rely on a while (1) loop, which easily went wrong several times whilst I was making changes to it).
      * Fix minor typoes and other small tweaks in the P_MaceRotate function, which I'm probably about to rewrite again anyways...
      4051ae89
    • toaster's avatar
      Make the h-chain repairing safer. · 0102da82
      toaster authored
      0102da82
    • toaster's avatar
      * Fix multispoke mace/chainbars having problems. · 5ac70bbb
      toaster authored
      * Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
      * Reimplement the maceretry solidity stuff (effect 4).
      * Flip the mminlength stuff so that existing dev maps don't break badly.
      * Fix hacky chainbar grabbing.
      * Tweak height of tinychain a smidge.
      5ac70bbb
  3. Apr 01, 2018
    • toaster's avatar
      * Remove ability to change speed of chains. · 97ddb888
      toaster authored
      * Fix ability to turn chains (still disabled by default, just at least want the option...)
      * Replace max speed setting with a "minimum chainlink distance" setting - if greater than zero, that many chains will not be spawned from the center outwards. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
      97ddb888
    • 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
  4. Mar 04, 2018
  5. Feb 23, 2018
  6. Feb 21, 2018
  7. Feb 20, 2018
  8. Feb 16, 2018
  9. Feb 15, 2018
  10. Feb 14, 2018
  11. Feb 13, 2018
  12. Feb 09, 2018
  13. Feb 08, 2018
  14. Feb 07, 2018
  15. Feb 03, 2018
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