1. 12 May, 2020 1 commit
  2. 19 Feb, 2020 1 commit
  3. 01 Feb, 2020 18 commits
  4. 27 Jan, 2020 1 commit
  5. 05 Jan, 2020 1 commit
  6. 17 Dec, 2019 1 commit
  7. 13 Dec, 2019 1 commit
  8. 06 Dec, 2019 1 commit
  9. 04 Dec, 2019 1 commit
  10. 30 Nov, 2019 1 commit
  11. 23 Nov, 2019 1 commit
  12. 10 Nov, 2019 1 commit
  13. 05 Nov, 2019 1 commit
    • 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...
  14. 14 Oct, 2019 1 commit
  15. 10 Oct, 2019 1 commit
    • Basic outline color support. · 4af432e6
      SteelT authored
      This is a huge hack as it requires another font set, with each character's offset manually being set using SLADE.
  16. 09 Oct, 2019 1 commit
  17. 27 Jul, 2019 1 commit
    • A good and bad ending cutscene now exist. · 063e350c
      toaster authored
      Also:
      * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
      * Minor oversights in SPR2 support corrected.
      * Better evaluation, featuring ending assets.
      * Intro has warping-in blackrock, reusing ending assets.
      * Cutscene text now supports lowercase (intro and custom).
      * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
      * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
      
      Bugs:
      * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
  18. 07 Jan, 2019 1 commit
  19. 17 Dec, 2018 1 commit
  20. 16 Dec, 2018 1 commit
    • Compile fixes; enable PK3 support in addons menu · f0967520
      Marco Z authored
      * Add missing vars highlightflags, recommendedflags, warningflags from Kart
      * V_GetStringColormap() use vanilla behavior because Kart behavior glitches for us
      * V_GetStringColormap() made non-static
  21. 25 Nov, 2018 1 commit
  22. 10 Nov, 2018 1 commit
  23. 05 Nov, 2018 1 commit