1. 15 Aug, 2020 1 commit
  2. 30 Jun, 2020 1 commit
  3. 28 May, 2020 1 commit
  4. 24 May, 2020 1 commit
  5. 14 May, 2020 2 commits
    • 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.
    • Make mod update, room list and server list multithreaded · 7ebde22b
      James R. authored
      This took fucking ages and it still fails sometimes in edge cases, but I
      don't give a FUCK right now.
  6. 29 Apr, 2020 1 commit
  7. 25 Apr, 2020 1 commit
  8. 26 Mar, 2020 1 commit
  9. 09 Mar, 2020 1 commit
  10. 25 Feb, 2020 1 commit
    • Use a named macro for menu hierarchy · 141df606
      colette authored
      This _really_ needs to be a UINT8 array instead of
      all this bit-shifting nonsense that saves no space,
      but at least this way reading the menu structs doesn't
      make me want to die.
  11. 24 Feb, 2020 2 commits
  12. 22 Feb, 2020 1 commit
  13. 19 Feb, 2020 1 commit
  14. 18 Jan, 2020 1 commit
  15. 06 Jan, 2020 1 commit
  16. 31 Dec, 2019 1 commit
  17. 18 Dec, 2019 1 commit
  18. 10 Dec, 2019 1 commit
  19. 06 Dec, 2019 2 commits
  20. 30 Nov, 2019 1 commit
  21. 21 Nov, 2019 1 commit
  22. 07 Nov, 2019 1 commit
  23. 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...
  24. 02 Nov, 2019 1 commit
  25. 23 Oct, 2019 1 commit
    • Miscellaneous window de-focus options · 5ac8a268
      James R. authored
      Music pausing is now optional.
      Sounds may be paused--on by default.
      The game itself being paused in off-line mode is now optional.
      
      (showfocuslost now loads from config.)
  26. 19 Oct, 2019 3 commits
    • Don't fade to Server Options · 25d8b7d5
      James R. authored
    • * Implement fixes/tweaks as written on the gitlab. · bf761a26
      toaster authored
          * `SPR2_NTAG` last vestiges removal.
          * Removed need for `getskinfromdescription()` by calculating it once, at Menu load, and storing in `description_t`.
          * Fixed nametag colour issues.
          * Support widescreen with nametags.
      
      * Fix a metric SHITTON of compiler errors.
          * Redefining `x` and `y` within scope of previous `x` and `y` (`M_DrawSetupChoosePlayerMenu`)
          * GCC straight up will not let you cast a `const char*` to a `char` (`V_DrawNameTag`)
          * Redefining `lines` within the scope of the global.
          * Redefining `string` within the function-specific `string`.
          * It would be recommended for y'alls to turn ERRORMODE on!
  27. 14 Oct, 2019 1 commit
  28. 20 Sep, 2019 1 commit
  29. 19 Sep, 2019 1 commit
  30. 08 Sep, 2019 1 commit
  31. 03 Sep, 2019 1 commit
  32. 01 Sep, 2019 1 commit
  33. 19 Aug, 2019 2 commits
  34. 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.