- Mar 29, 2022
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Sal authored
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- Aug 17, 2020
- Jul 14, 2020
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Ashnal authored
New function specifically for dropping rocketsneakers K_DropRocketSneaker Used by Eggbox touchspecial to properly dispose of shoes and clean up hnext Now also used by the shoe thinker to drop themselves Fixes angle of spent shoe launch
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- May 15, 2020
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James R. authored
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- Feb 26, 2019
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Sal authored
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- Feb 19, 2019
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SeventhSentinel authored
Setting behind leaves a longer startup animation window so that it can be punted more easily
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- Feb 05, 2019
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Alam Arias authored
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- Jan 30, 2019
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Latapostrophe authored
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- Jan 13, 2019
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Latapostrophe authored
Expose some more Kart functions, freeplay and rankings bumpers are now hud stuff you can toggle, + experimental playercmd hook
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- Jan 05, 2019
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fickleheart authored
This should account for latency properly.
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- Dec 04, 2018
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Sal authored
People have REALLY wanted these for their scripts
- Nov 28, 2018
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Sal authored
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- Nov 27, 2018
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Latapostrophe authored
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- Nov 26, 2018
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Latapostrophe authored
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- Nov 25, 2018
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toaster authored
* Split out the HUD-related counters from K_KartPlayerThink() into their own function. * Called this function in P_DeathThink().
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- Nov 08, 2018
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Sal authored
More optional fields, more careful eye placed on return values and other checks
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- Nov 07, 2018
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Sal authored
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- Nov 04, 2018
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toaster authored
Add a wide lap sticker for the record attack menu, so you're not looking at the same icon twice to mean two different things. https://cdn.discordapp.com/attachments/270211093761097728/508614473628647442/kart0002.png
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- Nov 01, 2018
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Sal authored
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- Oct 28, 2018
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toaster authored
Stupidbad-big commit, but PLEASE don't ask me to re-do this on another branch, I swear to god. I know it makes things more difficult on you, and I'm sorry for that, but I'm definitely feeling the goddamn crunch right now and I wanna take a step back from this spaghetti nightmare and clear my head. * Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps. * Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix). * Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything. * Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers. * Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
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- Oct 19, 2018
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Sal authored
Hopefully to prevent instances like the Megablock video, where SPB double-dips just because the 1st one wasn't enough but another is overkill
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- Oct 07, 2018
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Sal authored
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- Sep 30, 2018
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Sal authored
Mainly related to drawing Battle arrows or Hyudoro
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- Sep 27, 2018
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toaster authored
Spring *panels* now use `sfx_kc2f` again (but pogo spring *items* still do `sfx_kpogos`, in case you were worried).
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- Sep 23, 2018
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toaster authored
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- Sep 16, 2018
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Latapostrophe authored
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- Sep 06, 2018
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toaster authored
* Shield Drop... * Whatever you've got orbiting or trailing you, DROP THEM WHERE THEY STAND. (Except for the ghost sink. That one's OK.) * Pops your Thunder Shield. * Happens upon ANY hit, except for deathpits. * HUD Drop... * Also does the above, except for the Thunder Shield thing. * If there's any item left in your item box, pop it out as a little hovering, rotating Minecraft item! * You can pick up the Minecraft item by driving over it if your item box is sufficiently empty, or the item which is contained within it is of the same type. * Happens upon Size Down and battle elimination. * Can also be forced on with `cv_kartdebughuddrop on`! * Some other random stuff. * Fix a bunch of `a->scale = b`'s into `P_SetScale(a, b)` form, for maximum validity. * Make K_CleanHnextList and K_UpdateHnextList one function, since they only differed by one continue clause (and the type of their input parameter). * Allow shrunken players to pick up item boxes again. * Fix MF_NOCLIPTHING. (Gonna pass this fix to vanilla when I get the chance, too.) * Break NiGHTS a little through my machinations.
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Sal authored
A lot more similar to the code used for player wall bumping, and is much less likely for you to just... pass through the object if you keep trying hard enough. Also, falling rocks get pushed aside by invinicible players with no resistance.
- Aug 31, 2018
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Sal authored
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- Aug 30, 2018
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Sal authored
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- Aug 29, 2018
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toaster authored
* Uses the in-game timer element to draw its times. * This includes showing them time emblems-to-get! * good night sweet prince * Make the emblem time use the same ' and " as the normal time.
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- Aug 24, 2018
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toaster authored
* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions. * Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed. * Also, tweak a few places so that trailers AND orbiters can use the same system. Also, some minor thingies. * Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit. * Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
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- Aug 11, 2018
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Sal authored
Change to speed-weight when the bump buff gets added
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- Jul 27, 2018
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Sal authored
- Ballhog explosion separated onto another sprite - Disabled banana jitter
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- Jul 25, 2018
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Sal authored
- Banana drag timer resets when placing one, for x3 & x10 bananas - Banana dragging spawns transulcent dust - Dragging bananas make them twitch up & down
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- Jul 22, 2018
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toaster authored
* Activates when there are less than two non-spectators in a netgame. * Shows flashing text at the bottom of the screen. * Prevents drawing several UI elements that only make sense with multiple players. * Prevents matchesplayed being increased. * Improve the mapreset timer's behaviour. * Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0. * Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to. * Hide some other stuff that might've been visible for no good reason. * Improve Mirror mode. * First person now works with it! * Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones. * Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
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- Jul 20, 2018
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Sal authored
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2. - Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
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