1. 12 May, 2020 1 commit
  2. 26 Mar, 2020 1 commit
  3. 19 Mar, 2020 3 commits
  4. 09 Mar, 2020 1 commit
  5. 04 Mar, 2020 3 commits
    • More gamepad deadzone tweakage · bce6349b
      Zwip-Zwap Zapony authored
    • Hotfix for 100% deadzone returning 0 input · df220aa2
      Zwip-Zwap Zapony authored
      It makes more sense for 100% deadzone to just make it so that
      you have to push the axis all the way to trigger it,
      rather than 100% deadzone resulting in no axis input
      ever happening... So, let's make it be the former way instead
    • Fix division-by-0 crash with gamepad deadzones · 27e084a8
      Zwip-Zwap Zapony authored
      Fix division-by-0 crash with gamepad deadzones
      The problem was that it checked if A was more than B,
      then lowered A to a max value, then subtracted B from A,
      then divided something by that, without checking if A minus B was 0,
      allowing division by 0 if B was the same as that max value
      
      This fixes that by making sure that A is less than the max value
  6. 02 Mar, 2020 1 commit
  7. 23 Feb, 2020 1 commit
  8. 19 Feb, 2020 1 commit
  9. 15 Feb, 2020 1 commit
  10. 12 Feb, 2020 2 commits
  11. 09 Feb, 2020 2 commits
  12. 08 Feb, 2020 1 commit
  13. 27 Jan, 2020 1 commit
  14. 22 Jan, 2020 3 commits
    • Refactor player spawning code a little · 412ba38a
      LJ Sonic authored
    • Let clients rejoin the server without losing their status · d374bf4f
      LJ Sonic authored
      This is accomplished by simply preserving
      the player's body after disconnecting.
      
      Bodies will despawn after the number of minutes
      specified by the "rejointimeout" console variable (float).
      A value of 0 disables the feature completely.
      
      Clients rejoining are identified by their IP address,
      and may rejoin even if the server is full or joins are disabled,
      for as long as their body remains.
      
      From a technical standpoint, when the user disconnects,
      the player they were controlling does not leave,
      the underlying player_t just keeps working normally,
      except it does not receive any input anymore.
      When the user reconnects, they are simply "relinked"
      to their player_t.
      
      Those "soulless" players can be identified through
      their "quittime" field, which is the number of tics
      elapsed since the user disconnected, or zero
      if still connected. "quittime" is exposed to Lua.
  15. 21 Jan, 2020 1 commit
  16. 20 Jan, 2020 1 commit
    • Fix "cam2_turnmultiplier" · c1097813
      Zwip-Zwap Zapony authored
      In splitscreen stuff, player 2's "cam2_turnmultiplier" implementation
      was wrong compared to player 1's "cam_turnmultiplier"
      This commit makes player 2's multiplier work just like player 1's does
  17. 15 Jan, 2020 1 commit
  18. 08 Jan, 2020 4 commits
  19. 04 Jan, 2020 2 commits
  20. 01 Jan, 2020 1 commit
  21. 31 Dec, 2019 3 commits
  22. 30 Dec, 2019 5 commits