- Apr 21, 2017
-
-
Luna authored
apparently it recalculates without this line, so it should give a tiny performance boost?
-
Luna authored
the last implimentation would have apparently stopped working eventually? Idk
-
Luna authored
allows a camera thing to be placed for alternate camera placement besides player and DM starts
-
- Apr 18, 2017
- Mar 19, 2017
-
-
Monster Iestyn authored
Transparent patch support in TEXTURES Adds transparent patch functionality for the TEXTURES format. Duplicates source-to-cache column drawer functions and adds extra functionality which uses trans tables. Changes how the column drawer is picked so it's done once per patch instead of per column. See merge request !72
-
Monster Iestyn authored
You actually don't need to set ColumnDrawerPointer to &R_DrawColumnInCache etc, C allows you to set it directly to R_DrawColumnInCache etc. ColumnDrawerPointer can then be called without the (* ) stuff
-
Monster Iestyn authored
-
Monster Iestyn authored
Whitelist HUD graphic changes from isgamemodified Some people like the italics, some don't, some are crazy and want to do their own thing. In any case changing HUD graphics doesn't do any harm to anyone. This allows changing the following replacements to work without tripping isgamemodified: * The Score/Time/Rings text and numbers, colon, period, and minus sign * The console font * The "tiny" console font used in a couple places * The level title font I also removed some stupid redundant code related to the above in the process, and renamed some of the patches related to score/time/rings because they had inconsistent prefixes. See merge request !73
-
Inuyasha authored
(some HUD patches renamed because they're dumb)
-
- Mar 15, 2017
-
-
Nev3r authored
-
- Mar 13, 2017
-
-
Monster Iestyn authored
Crumble fof Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on. Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind... * linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns * *No Climb*: the FOF *doesn't* respawn * *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return) * *Block Enemies + No Climb*: inverted version of above * EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])` * *controlsec* is the FOF's control sector * *rover* is the FOF itself * (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise) * (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil * (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha * (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise) * the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map). See merge request !55
-
Monster Iestyn authored
Lua more stuff More new Lua features and fixes: * Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels. * `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively). * The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument. See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes. See merge request !67
-
Monster Iestyn authored
-
Monster Iestyn authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
- Mar 12, 2017
-
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Alam Ed Arias authored
-
Nev3r authored
-
Nev3r authored
-
- Mar 10, 2017
-
-
Monster Iestyn authored
Making Metal's pinch cues suck less Does what it says on the tin. Give it a shot with <root>/toaster/metaltest.wad to skip the race and go directly to the boss to see what it does! See merge request !70
-
- Mar 05, 2017
-
-
Nev3r authored
Add a vertical flip variant for the translucent column drawer. Translucency is now properly distributed: 0.00 leads to no render at all, 0.1 to TRANS10, ..., 0.9 to TRANS90, 1 to regular column drawer.
-
Nev3r authored
Also had to set the same args for all of the three current column drawer functions.
-
- Mar 04, 2017
-
-
Nev3r authored
The translucency feature is now functional, but it doesn't exactly work as expected. Need to make it behave like FOF translucencies etc., I guess.
-
Nev3r authored
-
Monster Iestyn authored
-
Monster Iestyn authored
Precipitation sprite overflow fix This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out. I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind) See merge request !169
-
- Mar 02, 2017
-
-
Monster Iestyn authored
Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own (various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
-
- Feb 14, 2017
-
-
toaster authored
-