- May 19, 2018
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toaster authored
* Blue diagonal springs, because that gap is very, very odd. * Improved A_SpawnFreshCopy. * Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
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- May 15, 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
No hardcoding of states, but the test .wad they're stored in right now is predominantly state, object, and sprite definitions/assets right now - the only hook is for setting the colour of the balloons!!
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MascaraSnake authored
Change to linedef type 7 (flat alignment): If no tag is given, affect front sector. See merge request STJr/SRB2Internal!145
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MascaraSnake authored
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- May 14, 2018
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MascaraSnake authored
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toaster authored
* Some fun with the chain. https://cdn.discordapp.com/attachments/402861856219463681/445539938633515018/srb20022.gif * More corrections to closed captions.
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toaster authored
* Behaves a bit differently to the one in DSZres.pk3. * Can now punch DSZ mines! * Also has mapthingnum 126 instead of 610. * Some other mapthingnum changes. * DSZ2 stalagmite is now 1009, formerly 999. * Big DSZ gargoyle is now 1011, formerly 1009.
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- May 13, 2018
- May 08, 2018
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toaster authored
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1). * Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder. * Enemies are solid to other enemies movement-wise now. * (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking). * Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier. * Miscellaneous tiny code tweaks.
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- May 04, 2018
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toaster authored
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done. * Move Bubblebuzz-related stuff to go alongside the secret badniks and etc. * MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
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- May 03, 2018
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toaster authored
* Make my changes to its thinker slightly more consistent.
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- May 02, 2018
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toaster authored
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toaster authored
* MF2_FRET application and removal. * Flashing when flag present. * Bounce player back on successful damaging. * Add their spawnhealth to the chain. * Reduce code duplication in P_TouchSpecialThing. * Play with Crawla Commander a little bit as a test of its power.
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toaster authored
Remove the ugly double-hack for monitors! Doesn't QUITE do it via the return value of P_DamageMobj like MI and I theorised it should do, but it's functionally identical whilst being less code to maintain.
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toaster authored
Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.)
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toaster authored
* Springs no longer need MF_SOLID to function. (I tried to add a special Sonic 1-3 style "springs are solid from the side" thing with native support, but it turns out that requires too many hacks for an optional extra feature not used in the campaign, so No.) * Springs no longer send you flying relative to the slope whilst you're on a slope. (I tried fixing this before, but this is a much more solid fix.)
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- 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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