1. 25 May, 2020 1 commit
  2. 19 Feb, 2020 1 commit
  3. 25 Dec, 2019 2 commits
  4. 06 Dec, 2019 1 commit
  5. 04 Dec, 2019 1 commit
  6. 30 Nov, 2019 1 commit
  7. 22 Nov, 2019 1 commit
    • Fix crossfades · faa305a2
      Jaime Ita Passos authored
      Fixes NoReload using the wrong wipestyle.
      Also fixes non-titlemap title screen wipes using the wrong wipestyle.
  8. 18 Nov, 2019 3 commits
  9. 15 Nov, 2019 3 commits
  10. 14 Nov, 2019 1 commit
  11. 07 Nov, 2019 1 commit
  12. 05 Nov, 2019 2 commits
  13. 03 Nov, 2019 3 commits
  14. 02 Nov, 2019 1 commit
  15. 10 Sep, 2019 2 commits
  16. 03 Sep, 2019 1 commit
  17. 01 Sep, 2019 1 commit
  18. 19 Aug, 2019 1 commit
  19. 09 Aug, 2019 1 commit
  20. 30 Jul, 2019 1 commit
  21. 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.
  22. 20 Jul, 2019 1 commit
  23. 14 Jul, 2019 1 commit
    • Fixes for menus: · f6842a80
      Monster Iestyn authored
      * add gamestate != GS_TIMEATTACK checks to prevent Record Attack or NiGHTS Mode losing their backgrounds
      * increase bgname to 9 to include the extra NULL byte? (is this a good idea actually)
      * make M_IterateMenuTree ignore menu levels without a menutype value
  24. 15 Mar, 2019 1 commit
  25. 26 Nov, 2018 1 commit
  26. 25 Nov, 2018 2 commits
  27. 18 Nov, 2018 2 commits
  28. 17 Nov, 2018 1 commit
    • Implemented features · d2bbddbe
      Marco Z authored
      * M_SkyScroll optimization with still speeds; refactor background drawing
      * Music (in time attack screens so far)
      * FadeStrength
      * HideTitlePics
      * Scrolling backgrounds in Time Attack (moved F_SkyScroll to m_menu)
  29. 16 Nov, 2018 1 commit