- Aug 02, 2017
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toaster authored
* Updated Supercyan constants/names to Supersky, considering the base skincolour Cyan was renamed Sky (and a new Cyan was made independently of that). * Swapped the names of Cloudy and Silver so that Silver meant the shinier option.
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- Jul 26, 2017
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toaster authored
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toaster authored
* Hide the number of lives you can steal if game-overed. It's not directly relevant unless you're game overed. * Fix an issue where everyone being game overed except for one person, and then kicking that one person, meant the game over trigger was never met. * Fix an issue where the spectator text could be overridden with a count of the number of remaining players to complete the level. * Fixed a few glitches with spinning. (Unrelated to the branch, but exposed through new_coop testing.)
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toaster authored
- Jul 25, 2017
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toaster authored
* If NONET, the Multiplayer option on the main menu leads directly to the Splitscreen menu, which also includes player 1/2 setup under this circumstance. * A mechanism to save player name, skin and colour as defaults to config.cfg.
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Charability trigger hotfix Apparently when I made `P_RunTriggerSpecial` less than 3 years ago (August 2014) and cleaned up the trigger linedef code, I accidentally inverted the ability check for linedef types 305-307 by mistake, thereby causing the linedefs to activate for anyone EXCEPT those with the ability instead. Whoops. See merge request !205
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- Jul 24, 2017
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Monster Iestyn authored
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- Jul 23, 2017
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toaster authored
* Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png * Now that Cyan is back, swap out the substitute Teal in the emblems for it. * P_GetMobjSprite2 is now P_GetSkinSprite2. * Correct "Siler".
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- Jul 22, 2017
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toaster authored
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- Jul 19, 2017
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Monster Iestyn authored
Fixes for Each Time and P_IsObjectOnGroundIn Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818 Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough. See merge request !204
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- Jul 17, 2017
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toaster authored
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Monster Iestyn authored
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
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Monster Iestyn authored
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toaster authored
I legitimately cannot remember for the life of me why I added this check. It broke spectator text in gametypes outside of co-op, so...
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- Jul 16, 2017
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Monster Iestyn authored
MI hardcode again Stuff hardcoded in this branch: * Everything from SOC_TREE in patch.dta - the GFZ trees use thing types 806-808 and the other trees 810-816 * Everything from SOC_TOKE in patch.dta (but done better) * Wall spikes, from Nev3r's DSZ/ACZ work, edited to actually hurt you on touch - these use thing type 522 MonsterIestyn/mi-hardcode-again on the FTP includes a test exe (srb2win-mihardcodeagain.exe) and a modified patch.dta (where SOC_TREE and SOC_TOKE are removed and missing wall spike sprites added). A test map for tokens in mario blocks is also included (marioblocktoken.wad). See merge request !106
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- Jul 15, 2017
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Monster Iestyn authored
Update hw_light.c's sprite lights list with the updates to the sprites list (and any before that I missed) Not that we're using coronas at all anymore so whatever
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Monster Iestyn authored
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
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Monster Iestyn authored
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- Jul 14, 2017
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Monster Iestyn authored
Also attempted to "optimise" spawning and position correction code
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Monster Iestyn authored
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- Jul 13, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
Also made sure the GFZ trees have MF2_STANDONME
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- Jul 09, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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- Jul 08, 2017
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toaster authored
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toaster authored
Fix a bug in a testing netgame where we were able to game over and yet ended up just resetting the map normally.
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toaster authored
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toaster authored
* Crash prevention if total somehow becomes zero. * Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
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Monster Iestyn authored
# Conflicts: # src/y_inter.c
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Monster Iestyn authored
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toaster authored
* Rename "Unknown" options to "Mystery". * Make Random monitors work consistently in singleplayer if hacked/SOC'd in.
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toaster authored
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- Jul 07, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Pwease no kicky Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early. This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames. See merge request !201
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Monster Iestyn authored
*Add CONS_Printf messages for !netgame checks *Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason? *Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
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