... | ... | @@ -108,7 +108,6 @@ See this GitLab MR for info: http://git.magicalgirl.moe/STJr/SRB2...e_requests/1 |
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* Also included in the "Lua additions" branch (linked in "Blockmap search" section) is the function P_PointOnLineSide(x, y, line), which basically returns which side of a line the x,y position is on (0 = front, 1 = back). You can even supply a custom line like with P_ClosestPointOnLine!
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* userdataType(variable) now exists to print the userdata type of whatever you supply as a string, e.g. "player_t" or "mobj_t". Was included with this MR: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/67
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* I added a linedef type and the Lua function EV_StartCrumble for making an FOF "crumble" (i.e. fall down) remotely: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/55
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* TEXTURES now supports horizontal/vertical flipping of texture patches (Software only as of writing for now though), which is implemented like in ZDoom for SLADE compatibility: http://git.magicalgirl.moe/STJr/SRB2...ge_requests/58
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# Plane displacement
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Linedef types 66-68 are the plane displacement specials; 66 = move floor only, 67 = move ceiling only, 68 = both
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... | ... | @@ -128,4 +127,32 @@ FOF walls now can optionally skew with respect to slopes (software mode only cur |
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* Lower Unpegged on the IN-LEVEL linedefs ^1 determine which slope to skew with respect to (off = top slope, on = bottom slope)
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* If Transfer Line is used however, Lower Unpegged on the control sector's linedefs does the above's job instead
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^1 (this is because they already control pegging of individual FOF walls as it is, so this is for convenience and my sanity that they also deal with skewing) |
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\ No newline at end of file |
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^1 (this is because they already control pegging of individual FOF walls as it is, so this is for convenience and my sanity that they also deal with skewing)
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# TEXTURES additions
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Some new features and fixes for textures and the TEXTURES lump:
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* Flipping of individual patches used by textures is now supported, both horizontally and vertically. The formatting for doing so in TEXTURES should match that of ZDoom's:
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```
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WallTexture EXAMPLE, 128, 128
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{
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Patch TEST, 0, 0
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Patch TEST, 64, 0
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{
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FlipX
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}
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Patch TEST, 0, 64
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{
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FlipY
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}
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Patch TEST, 64, 64
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{
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FlipX
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FlipY
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}
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}
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```
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(in other words you need { and } below the Patch you want to flip, containing FlipX if you want horizontal flipping or FlipY if you want vertical flipping... or both, if you want both!)
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* Negative patch y-offsets should now work properly for multi-patch textures or single-patch textures with no holes. |
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\ No newline at end of file |