1. 13 Jul, 2020 1 commit
    • Fix formatting · f541c37e
      kaysrishaq authored
      PREFAVAILABLE -> S_PrefAvailable
      move declarations to top of blocks
  2. 14 May, 2020 1 commit
  3. 13 May, 2020 1 commit
    • musicpref console variable · 7f7ccc99
      kaysrishaq authored
      Adds musicpref to console and sound options menu, which allows users to select whether to prioritize MIDI or Digital music.
      Functions GameMIDIMusic_OnChange and GameDigiMusic_OnChange updated to not assume digital music priority, and to have more consistent behavior between the two.
      Positive side effect of using P_RestoreMusic in these functions means that powerup music (speed shoes, invincibility) will restore in the correct position when reenabling the original MusicType they loaded in with.
  4. 12 May, 2020 1 commit
  5. 19 Feb, 2020 1 commit
  6. 07 Feb, 2020 1 commit
  7. 10 Jan, 2020 1 commit
  8. 06 Dec, 2019 1 commit
  9. 30 Nov, 2019 1 commit
  10. 25 Nov, 2019 1 commit
  11. 05 Nov, 2019 2 commits
    • Better comments for musicdef struct · 0a4d0ecc
      toaster authored
    • Sound test is cool now! · 5f8671b1
      toaster authored
      https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif
      
      * Port MUSICDEFs from Kart.
          * Safe to modify without modifying game, so we can put it in music.dta eventually.
          * "Title", "AltTitle", "Authors" fields are self-evident.
          * "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select).
          * "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test.
          * Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test).
      * Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left).
      * Change V_DrawFixedPatch to allow scaling on two seperate axes.
          * Now called "V_DrawStretchyFixedPatch".
          * "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes).
          * Available to Lua under v.drawStretched!
          * Even works in GL!
      * Bugfix: Add SR_PLAYER to SOC's menutypes_list.
      
      Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
  12. 26 Oct, 2019 1 commit
  13. 24 Oct, 2019 1 commit
  14. 23 Oct, 2019 2 commits
  15. 05 Aug, 2019 1 commit
    • * Added FORCERESETMUSIC level header · 46993268
      Marco Z authored
      * cv_resetmusicbyheader toggle to disable said override
      * Never reset music during time attack
      * Change cv_resetmusic default back to off
  16. 04 Aug, 2019 3 commits
  17. 21 May, 2019 1 commit
  18. 15 Mar, 2019 1 commit
  19. 06 Jan, 2019 1 commit
  20. 25 Nov, 2018 2 commits
  21. 11 Nov, 2018 1 commit
  22. 11 Oct, 2018 1 commit
  23. 20 Sep, 2018 1 commit
  24. 18 Sep, 2018 4 commits
  25. 17 Sep, 2018 1 commit
  26. 14 Sep, 2018 4 commits
  27. 01 Sep, 2018 1 commit
  28. 27 Aug, 2018 1 commit
  29. 25 Aug, 2018 1 commit