- Apr 28, 2018
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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.
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- Apr 26, 2018
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toaster authored
* Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once. * Explosion executors. * Minor refactor of P_KillMobj.
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- Apr 08, 2018
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
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toaster authored
[13:01] toaster: would anyone object if i pushed this to master [13:02] toaster: so my changes to devmode don't fuck with gifs, for example https://cdn.discordapp.com/attachments/428262628893261828/432500920773771264/srb20575.gif [13:02] NEV3R: ¯\_(ツ)_/¯ [13:02] toaster: ok i'll just do it
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- Apr 07, 2018
- Apr 06, 2018
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toaster authored
Texture fixes See merge request STJr/SRB2Internal!135
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toaster authored
Merge branch '100-make-slopes-static-by-default-and-require-flag-to-turn-them-dynamic' into 'master' Resolve "Make slopes static by default, and require flag to turn them dynamic." Closes #100 See merge request STJr/SRB2Internal!140
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toaster authored
Pretty stuff See merge request STJr/SRB2Internal!131
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/hardware/hw_draw.c
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Monster Iestyn authored
# Conflicts: # src/f_finale.c # src/hardware/hw_draw.c # src/hardware/hw_main.c # src/hardware/r_opengl/r_opengl.c # src/sdl12/hwsym_sdl.c # src/sdl12/i_video.c
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toaster authored
* Make sure showfps never covers anything relevant to the base game. * Tweak spectator text for raising/lowering. * Minor code-smell squishes.
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toaster authored
* Fix that one comment Digiku mentioned. ;P * Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
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- Apr 05, 2018
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Monster Iestyn authored
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wolfs authored
Feel free to reorganize as necessary.
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- Apr 03, 2018
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Alam Ed Arias authored
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Alam Ed Arias authored
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toaster authored
Opengl Quick Fixes See merge request STJr/SRB2!237
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toaster authored
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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.
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- Apr 02, 2018
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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...
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toaster authored
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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.
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- Apr 01, 2018
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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
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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.
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- Mar 30, 2018
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Sryder authored
I wasn't aware of the cvar, this should do for now since I don't believe any maps use these software tricks, probably an old leftover from DOOM.
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toaster authored
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toaster authored
* Tweak thrown ring colours. * Make Armageddon shield loop properly. * Tweak drowning numbers to be consistent between third and first person.
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Sryder authored
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Sryder authored
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Sryder authored
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toaster authored
* Prevent ANY input when blindfolded. * Make CECHOs always perplayer'd. (A little hacky; quads will need work here.) * Make NiGHTS link timer bounces not a mess, and only when the colour changes.
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- Mar 29, 2018
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Sryder authored
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
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Nev3r authored
Signed-off-by:
Nevur <apophycens@gmail.com>
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- Mar 26, 2018
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toaster authored
* cv_powerupdisplay. Never, First-person only (default), Always. * New monitor stuff. * Fixed hitmessages. * Some CTF stuff. * Aaaaugh it's a lot I hate myself I need to work on my coursework. * I'll figure out what I did here in the merge request when that's done.
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