1. 11 Jul, 2020 1 commit
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  3. 07 Jul, 2020 2 commits
  4. 27 Jun, 2020 1 commit
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  7. 24 May, 2020 1 commit
  8. 14 May, 2020 1 commit
    • Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode… · d593e2e1
      toaster authored
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
      Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
      Benefits include:
      * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
      * Disable the console (pausing is still allowed, but the timer will still increment).
      * Automatically skip intermissions as if you're holding down the spin button.
      * Show centiseconds on HUD automatically, like record attack.
      * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
      * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
      * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
      * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
      * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
      * Gorgeous new menu (no new assets required, unless you wanna give it a header later).
      Changes which were required for the above but affect other areas of the game include:
      * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
      * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
      * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
      * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
      * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
      * Minor m_menu.c touchups and refactorings here and there.
      Built using feedback from the official server's #speedruns channel, among other places.
  9. 12 May, 2020 1 commit
  10. 11 May, 2020 1 commit
  11. 10 May, 2020 1 commit
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    • ?? · ef81bf81
      Sal authored
      did not commit??
  23. 11 Jan, 2020 2 commits
  24. 08 Jan, 2020 1 commit
  25. 30 Dec, 2019 1 commit
  26. 26 Dec, 2019 1 commit
    • More fine tuned versioning · 6bd38362
      James R. authored
      You get a PACKETVERSION, for when some packets change format.
      You get SRB2APPLICATION, for when you have big fucking mod.
  27. 25 Dec, 2019 1 commit
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  29. 17 Dec, 2019 2 commits
  30. 14 Dec, 2019 1 commit
  31. 12 Dec, 2019 2 commits
    • Move everything to i_system.c · 6dcdb8d9
      James R. authored
      This also simplifies things; SDL isn't initialized in the parent process.
    • nix: Fork before game code and wait to catch signals and coredumps · 7c383e4a
      James R. authored
      Ditched signal_handler to avoid worrying about async-signal-safe functions.
      D_QuitNetGame is not called, so players whose programs are interrupted by a
      signal will time out from the server. Because the game runs in a child process,
      the window can close before the "Signal Caught" text box appears.
      "(core dumped)" is also included in the message if core dumping could be
  32. 06 Dec, 2019 3 commits