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  1. May 13, 2018
    • toaster's avatar
      Fix inverted chaining condition! · 5c111312
      toaster authored
      5c111312
    • toaster's avatar
      * DrT's Spincushion hardcoded. · a738ef99
      toaster authored
      * Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
      * A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
      a738ef99
  2. May 08, 2018
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      * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly. · 8a61d879
      toaster authored
      * Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
      * Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
      * Enemies are solid to other enemies movement-wise now.
      * (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
      * Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
      * Miscellaneous tiny code tweaks.
      8a61d879
  3. May 04, 2018
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      * Hive Elementals and Bumblebores, plus associated useful action functions. · d0575f7f
      toaster authored
      * Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
      * Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
      * MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
      d0575f7f
  4. May 03, 2018
  5. May 02, 2018
  6. Apr 28, 2018
    • toaster's avatar
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster,... · 5cc1befc
      toaster authored
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
      * MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
      * A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
      * Some other, relatively hacky A_ functions.
      * (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
      * Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
      5cc1befc
  7. Apr 26, 2018
  8. Apr 08, 2018
  9. Apr 07, 2018
  10. Apr 06, 2018
  11. Apr 05, 2018
  12. Apr 03, 2018
  13. 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
  14. 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
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