- Apr 29, 2017
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toaster authored
* be more efficient * fade away early if they stop playing * make their current max stick-around time longer * make the fade time/etc easier to modify
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- Apr 28, 2017
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toaster authored
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toaster authored
Made updating the captions a part of S_UpdateSound(), not SCR_ClosedCaptions() (which really should have been render-only all along).
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toaster authored
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer. Also: * disabled the doomednum for ? boxes * made A_MixUp play sfx_lose if you're in a gametype that can't use it * Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
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- Apr 25, 2017
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toaster authored
Per Inu's request, semi-broken (both game mechanically and engineering wise) directional information has been removed from the Captions. It's now "in-level" (dot) and "sourceless" (no dot) only.
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- Apr 24, 2017
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toaster authored
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http://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences
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toaster authored
- Apr 23, 2017
- Apr 22, 2017
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toaster authored
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toaster authored
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toaster authored
Ended up being stressed and not getting any real work done, so figured I'd finish up the checklist system.
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toaster authored
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toaster authored
The start of an unlockable checklist revamp. Require more UC_ constant acknowledgement and the ability to scroll, but I can't work on this for a while so.
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- Apr 21, 2017
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toaster authored
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toaster authored
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toaster authored
Also, replaced ridiculously ambiguous "impossible error" with more descriptive alternative.
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toaster authored
Also, optimised gif headwrite's palette writing.
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Monster Iestyn authored
Polyobject checksight fix This branch fixes how polyobject lines apparently stop objects from "seeing" other objects behind them; the relevant code now checks the polyobject's top and bottom too! This is relevant for enemies trying to get you, Homing attack, Fang's gun, etc etc. Can't say if it's perfect or not, but it's a definitely an improvement over what happened before, anyhow. See merge request !86
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Monster Iestyn authored
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Monster Iestyn authored
No doubling texture heights plz If you didn't know, apparently SRB2 was hardcoded to double the height of 64x64 textures created using TX_START/TX_END. This has frustrated some a lot. This branch removes this hack at last (there doesn't appear to be any visual issues resulting from removing it, anyway). srb2win-nodoubletexheight.exe can be found in my FTP folder. See merge request !85
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- Apr 20, 2017
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Monster Iestyn authored
First person HUD drown numbers fix This branch fixes the following issues with the first person HUD when drowning: * "0" turning into Sonic's drown sprite, since both sprites happen to be named DRWNA0 * SF_MACHINE's special drowning numbers from 3rd person not being used See merge request !80
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toaster authored
Realised color profile disabling for screenshots didn't work in GL, so updated the menu to show that. Also, made other minor menu tweaks.
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toaster authored
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toaster authored
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toaster authored
Screenshots now contain the palette you're actively looking at, as opposed to the palette the game/map has! This makes sense for colorblind users being able to store their precious memories, and it matches up with how gifs palettise.
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toaster authored
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- Apr 19, 2017
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http://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into Deez_NewUserXperiences
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toaster authored
https://cdn.discordapp.com/attachments/237798387070664724/304343382073933824/aa.png Also, a "Reset all" button for the Monitor toggle menu, a ton of new cvars to match up with the colour cube calibration, and a bunch of variable renames related to colour cube operations.
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Monster Iestyn authored
This was actually kind of easier to do than I expected, though I can't tell if there's anything else I need to do or not
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Monster Iestyn authored
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Monster Iestyn authored
MI hardcode stuff A branch where I hardcode some of the various SOCs in patch.dta and some of our external files Stuff hardcoded in this branch (so far) * The contents of SOC_PITY from patch.dta * The contents of SOC_XMAS from patch.dta * The big gargoyle for DSZMaster-n1.wad I've made a subfolder called "mi-hardcode" in my FTP folder for files you'll need for testing: * srb2win-mihardcode.exe is an exe I compiled for this branch * An edit of patch.dta with SOC_PITY and SOC_XMAS removed, this can be the new patch.dta once merged in See merge request !84
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- Apr 18, 2017
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toaster authored
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toaster authored
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toaster authored
Introducing the Colour Cube! https://cdn.discordapp.com/attachments/293238104096112641/304015171385294850/aa.png Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes. http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc. Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
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Monster Iestyn authored
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Monster Iestyn authored
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toaster authored
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