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  1. Jan 28, 2019
    • toaster's avatar
      * Did some reviewing, turns out there's literally no reason to disable... · ada4ce62
      toaster authored
      * Did some reviewing, turns out there's literally no reason to disable savemoddata when majormods gets tripped and it's just a stupid thing vanilla did for modifiedgame for some reason that we almost inherited with our new solution?
      * Adjusted the save system to acknowledge the new status quo. Instead of trying to save modifiedgame in the file like some sort of extremely boneheaded honour system everyone and their mothers hacks around, we just use it to determine whether the save is for a mod with savedata or not (this keeps backwards compatibility based on how we were using it, anyways, especially with the *force* parameter...)
      * Added a menu message for attempting to play a demo set on a map that isn't loaded, as opposed to letting it I_Error.
      * Minor tweaks to addons menu representing modded status.
      ada4ce62
  2. Jan 26, 2019
    • toaster's avatar
      Do a bit more cleanup. Notably, prevent skins setting a bunch of things in... · ce09566e
      toaster authored
      Do a bit more cleanup. Notably, prevent skins setting a bunch of things in preperation for this branch hitting the mainstream.
      
      Also, make SF_RUNONWATER set off majormods. I was under strong pressure to remove it and almost did but honestly it's kind of endearing and I think like one character in Releases uses it..?
      ce09566e
    • toaster's avatar
      Code cleanup as requested by Sal and Sryder. · 1a21c5ef
      toaster authored
      * majormods and savemoddata cannot coexist as true values, so going through and making situations that involve both only reference one.
      * Clean up comments in `dehacked.c`.
      1a21c5ef
  3. Jan 21, 2019
  4. Jan 20, 2019
  5. Jan 19, 2019
  6. Jan 18, 2019
  7. Jan 17, 2019
  8. Jan 16, 2019
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