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  1. Apr 21, 2017
  2. Apr 18, 2017
  3. Mar 19, 2017
    • Monster Iestyn's avatar
      Merge branch 'TEXTURES_More' into 'master' · a979b425
      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
      a979b425
    • Monster Iestyn's avatar
      You actually don't need to set ColumnDrawerPointer to &R_DrawColumnInCache... · 5877cc40
      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
      5877cc40
    • Monster Iestyn's avatar
      Fixed errors reported while compiling · 351a391e
      Monster Iestyn authored
      351a391e
    • Monster Iestyn's avatar
      Merge branch 'everyone-gets-a-hud' into 'master' · 2d878ff7
      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
      2d878ff7
    • Inuyasha's avatar
      HUD changes don't trip isgamemodified · 0e9761bc
      Inuyasha authored
      (some HUD patches renamed because they're dumb)
      0e9761bc
  4. Mar 15, 2017
  5. Mar 13, 2017
    • Monster Iestyn's avatar
      Merge branch 'crumble-FOF' into 'master' · 7a377943
      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
      7a377943
    • Monster Iestyn's avatar
      Merge branch 'lua-more-stuff' into 'master' · 386fec03
      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
      386fec03
    • Monster Iestyn's avatar
      Merge branch 'public_next' · 731ee115
      Monster Iestyn authored
      731ee115
    • Monster Iestyn's avatar
      Merge branch 'next' into public_next · f40e1dc0
      Monster Iestyn authored
      f40e1dc0
    • Alam Ed Arias's avatar
      Merge branch 'master' into next · cb98c2d9
      Alam Ed Arias authored
      cb98c2d9
    • Alam Ed Arias's avatar
      appveyor: disable command output · 538eac7a
      Alam Ed Arias authored
      538eac7a
    • Alam Ed Arias's avatar
    • Alam Ed Arias's avatar
      build: fixup WFALGS/WFLAGS mistake · 9cac1e9e
      Alam Ed Arias authored
      9cac1e9e
    • Alam Ed Arias's avatar
      appveyor: output commands passed to GCCwq · 6bb7a636
      Alam Ed Arias authored
      6bb7a636
    • Alam Ed Arias's avatar
      81fe4621
    • Alam Ed Arias's avatar
      42ecca81
    • Alam Ed Arias's avatar
      build: fixup GCC54 endif · b01d5da6
      Alam Ed Arias authored
      b01d5da6
  6. Mar 12, 2017
  7. Mar 10, 2017
    • Monster Iestyn's avatar
      Merge branch 'metal_unsuck' into 'master' · 4f80bd82
      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
      4f80bd82
  8. Mar 05, 2017
  9. Mar 04, 2017
  10. Mar 02, 2017
  11. Feb 14, 2017
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