1. 12 Dec, 2020 2 commits
  2. 29 Nov, 2020 1 commit
  3. 07 Nov, 2020 1 commit
    • Huge perfstats refactor · b72789b0
      James R. authored
      I needed to update it to make it functional with the precise timer. But I also
      got sick of looking at the mess of sprintf followed by draw call.
  4. 01 Nov, 2020 1 commit
  5. 21 Oct, 2020 2 commits
  6. 10 Oct, 2020 1 commit
  7. 17 Jul, 2020 2 commits
  8. 12 Jun, 2020 1 commit
  9. 11 Jun, 2020 1 commit
  10. 05 Jun, 2020 1 commit
  11. 30 May, 2020 2 commits
  12. 25 Mar, 2020 1 commit
  13. 19 Mar, 2020 6 commits
  14. 12 Mar, 2020 1 commit
  15. 09 Mar, 2020 1 commit
  16. 23 Feb, 2020 1 commit
    • Add JingleStatus hook for carrying custom jingle tunes · f2c968de
      colette authored
      The extra argument is the music name, as passed into
      P_PlayJingleMusic(player, musname), to run the hook for, optional.
      Arguments are (player, musname) - the latter to allow global hooks
      that still differentiate between different tracks.
  17. 20 Feb, 2020 1 commit
  18. 19 Feb, 2020 1 commit
  19. 18 Feb, 2020 1 commit
  20. 12 Feb, 2020 1 commit
    • BotRespawn hook · 934808ef
      Sal authored
      Lets you force when and when not to respawn the bot
  21. 22 Jan, 2020 1 commit
    • 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.
  22. 11 Jan, 2020 1 commit
  23. 01 Jan, 2020 1 commit
  24. 31 Dec, 2019 3 commits
  25. 30 Dec, 2019 1 commit
  26. 25 Dec, 2019 1 commit
    • Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of… · 52410300
      Monster Iestyn authored
      Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of variables to Lua as function args, by adding damagetype support where it was missing!
      
      The above issue occured only if you had both a generic hook and a type specific hook for a particular hook type. This way, the stack is never updated to include damagetype at the start, and all pushes of the variables get offsetted by 1 compared to what they should be, once the code *expects* damagetype to be included in it.
  27. 23 Dec, 2019 1 commit
  28. 19 Dec, 2019 2 commits