- Apr 08, 2018
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toaster authored
* DBG_PLAYER split out from DBG_DETAILED. (The difference I'm intending here is whether it's referring to stuff in the player struct, or stuff in the mobj struct.) * Function pointer for text so both modes can show the same stuff if it's not taking over the entire screen, and only show the "INFO NOT AVAILABLE AT THIS RESOLUTION" if it's in danger of going off the bottom.
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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
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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wolfs authored
Feel free to reorganize as necessary.
- 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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- Mar 25, 2018
- Mar 24, 2018
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/d_main.c # src/st_stuff.c
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