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  1. May 27, 2015
    • Yukita Mayako's avatar
      New emerald behavior in Match. · c6c4ab7c
      Yukita Mayako authored
      No longer turns you super, instead emeralds steal points
      from enemy players and give you (and relevant teammates)
      an invincibility + super sneakers monitor.
      c6c4ab7c
    • Yukita Mayako's avatar
      New Match ammo consumption rules. · 67fcff7e
      Yukita Mayako authored
      Weapon rings can now be fired with no rings at double the ammo cost.
      67fcff7e
    • Yukita Mayako's avatar
      New Match weapon/ammo dropping method. · b6a8df55
      Yukita Mayako authored
      P_PlayerWeaponPanelOrAmmoBurst will go through all of the
      player's weapon rings and either drop the weapon panel itself
      (with no ammo attached, and no ammo taken away!) OR if the
      player has ammo but no weapon, it drops the ammo instead
      (and you lose it).
      b6a8df55
  2. Apr 15, 2015
    • Eidolon's avatar
      Merge branch 'next' into internal-master · 91934d5a
      Eidolon authored
      Synchronize the following MRs to internal:
      
       * STJr/SRB2!6
       * STJr/SRB2!8
       * STJr/SRB2!9
       * STJr/SRB2!10
      
      Conflicts:
      	src/doomdef.h
      	src/p_map.c
      91934d5a
    • Eidolon's avatar
      Merge branch 'actual-blockmap-fix' into 'next' · f7c46341
      Eidolon authored
      Actual blockmap fix
      
      MI's "fix" was a reversion of something that allowed 2.0 maps to use the entire blockmap. This MR reverts that fix and adds a proper fix to the issue of west/south edges of the blockmap not working as they should. Tested with a thokbarrier-less square map (all sides were solid) and with AGZ (objects are tangible all around the map, like they are in 2.1.14).
      
      See merge request !10
      f7c46341
    • Eidolon's avatar
      Merge branch 'serverfix' into 'next' · 420c90fb
      Eidolon authored
      Re-fix the server global variable in Lua
      
      I screwed up the conditions on my first attempt to fix this, since I only tested one scenario. Tested this in SP, at the main menu, and both clientside and (dedicated)serverside in MP. Everything works as intended.
      
      See merge request !9
      420c90fb
    • Eidolon's avatar
      Merge branch 'polyobject-more-fixes' into 'next' · 63089c88
      Eidolon authored
      Polyobject more fixes
      
      Extra fixes related to polyobjects; actually properly putting their flats alongside them in the draw list, and making them able to use single-waypoint zoom tube sequences. Also threw in a smoothness fix for swinging chains while I was there.
      
      See merge request !8
      63089c88
    • Eidolon's avatar
      Merge branch 'polyobject-scroll-hotfix' into 'next' · 3d59e337
      Eidolon authored
      Polyobject scroll hotfix
      
      Things fixed:
      
      * Polyobjects should now carry the same thing types as conveyors (notable example; they'll now carry Crawlas when they wouldn't before)
      * The drifting issue with players on spinning polyobjects should be fixed. (I swapped in the old bad hack for a new hack that should work like it's supposed to)
      
      See merge request !6
      3d59e337
  3. Apr 09, 2015
  4. Apr 08, 2015
  5. Apr 06, 2015
  6. Apr 02, 2015
  7. Apr 01, 2015
  8. Mar 31, 2015
  9. Mar 30, 2015
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