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  1. May 29, 2015
    • Yukita Mayako's avatar
      Add fallbacks for SPR2_ animations. · d680cafc
      Yukita Mayako authored
      Every SPR2_ except for SIGN and LIFE now has a proper
      fallback leading down to SPR2_STND.
      d680cafc
    • Yukita Mayako's avatar
      Add new spindash animation. · e9c17710
      Yukita Mayako authored
      This adds SPR2_DASH, S_PLAY_DASH, and
      related p_user.c changes to give charging
      your spindash a unique animation.
      e9c17710
    • Yukita Mayako's avatar
      Add player JUMP animation · b88864c6
      Yukita Mayako authored
      Since PA_JUMP is used to determine when
      springing upwards now and the nextstate
      isn't used for falling, the jump state
      can now be properly animated. :)
      b88864c6
    • Yukita Mayako's avatar
      Updated player->panims. · 98ba9ca1
      Yukita Mayako authored
      Added PA_JUMP and PA_RIDE to handle new Super jump
      and ride, and added new animations to panim finder.
      98ba9ca1
    • Yukita Mayako's avatar
      Add new player animations. · ff181d09
      Yukita Mayako authored
      Added drowning to all players, and several new
      Super animations for Sonic.
      
      Removed A_Fall from S_PLAY_DEAD and moved its
      effect into P_KillMobj for player avatars.
      ff181d09
  2. Apr 15, 2015
    • Eidolon's avatar
      Merge branch 'next' into internal-master · 91934d5a
      Eidolon authored
      Synchronize the following MRs to internal:
      
       * !6
       * !8
       * !9
       * !10
      
      Conflicts:
      	src/doomdef.h
      	src/p_map.c
      91934d5a
    • Eidolon's avatar
      Merge branch 'actual-blockmap-fix' into 'next' · f7c46341
      Eidolon authored
      Actual blockmap fix
      
      MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).
      
      See merge request !10
      f7c46341
    • Eidolon's avatar
      Merge branch 'serverfix' into 'next' · 420c90fb
      Eidolon authored
      Re-fix the server global variable in Lua
      
      I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.
      
      See merge request !9
      420c90fb
    • Eidolon's avatar
      Merge branch 'polyobject-more-fixes' into 'next' · 63089c88
      Eidolon authored
      Polyobject more fixes
      
      Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.
      
      See merge request !8
      63089c88
    • Eidolon's avatar
      Merge branch 'polyobject-scroll-hotfix' into 'next' · 3d59e337
      Eidolon authored
      Polyobject scroll hotfix
      
      Things fixed:
      
      * Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
      * The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)
      
      See merge request !6
      3d59e337
  3. Apr 09, 2015
  4. Apr 08, 2015
  5. Apr 06, 2015
  6. Apr 02, 2015
  7. Apr 01, 2015
  8. Mar 31, 2015
  9. Mar 30, 2015
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