Commit graph

199 commits

Author SHA1 Message Date
Sally Coolatta
0179466107 Finalize char select multiplayer
- Add menu control fallbacks.
    - If it could not find a bind using your existing keys, then it looks at default controls.
    - If it could not find it then, and you're P1, then it looks through gamepads, and then lastly settles for keyboard.
    - Changed around the order of operations on the character select menu, to accommodate for this change.
- Added initroutine to menu_t, which is called every time without question when going to a new menu. This solves many, many minor bugs you could experience in the character select menu when changing between menus, due to things only being properly reset when selecting the character select menu option.
2021-12-28 12:02:31 -05:00
Sally Coolatta
7d0597d864 Merge branch 'master' into profiles 2021-12-04 15:46:28 -05:00
Sally Coolatta
c66e85700b Merge branch 'master' into profiles 2021-11-29 10:32:14 -05:00
Eidolon
1550210188 Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2021-11-29 06:43:46 -05:00
James R
5f625437a8 Move level music check out of player thinker
Hitlag during this tic will skip playing the music.
2021-11-26 18:20:16 -08:00
Sally Coolatta
cd8862f0bc New input handling
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)

This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.

Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
2021-11-26 14:56:25 -05:00
Sally Coolatta
48c8843feb Merge branch 'master' into stair-janking 2021-04-21 21:44:23 -04:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
James R
2b173f1ec0 Rumble the jart when stepping on staircases
- Sprite tilts back and forth 5.625 degrees, two tics each
  side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
  during those 17 tics.
2021-04-10 03:22:23 -07:00
James R
1eca138b21 Revert "Rumble rumble"
This reverts commit c82ac33c0c.
2021-04-06 16:25:25 -07:00
James R
04b6911e21 Merge branch 'sloped-camera' into 22-merge-again 2021-04-01 20:55:22 -07:00
Sally Coolatta
9d7ec0ab8f Merge SRB2 next
Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
Sally Coolatta
d63b428565 Merge Kart-Public next 2021-02-27 02:16:21 -05:00
Sally Coolatta
10319386c2 Do starttime calculation on second tick instead
Attempts to fix replays & adding bots.
2021-02-11 20:25:22 -05:00
Sally Coolatta
90ca38acb0 Store where the finish line beam should be displayed
Instead of figuring out where it should be every tick while it's visible, store where it'll be at the start of the map.

Also moved finish line beam into a new file, k_race.c/h, for any Race-specific code.

A few unused variables for sprint map support later too
2021-02-05 01:24:23 -05:00
Sally Coolatta
237f86749d Merge branch 'master' into finish-line-beam 2021-02-01 23:31:19 -05:00
James R
2e649de64f Merge branch 'high-resolution-timer-2' into next 2020-12-10 02:55:02 -08:00
James R
71553a8ad0 Merge branch 'battle-rethink' into 'master'
Battle rethink

See merge request KartKrew/Kart!335
2020-11-29 19:13:38 -05:00
toaster
762dfd3063 When resuming from a rewind, don't:
* run wipes again
* run titlecards again
* stop the music
2020-11-28 12:31:16 +00:00
toaster
f72108c4fa A whole bunch of cleanup to get most record attack/replay stuff reasonably functional.
* Fix the screen being stuck black at the very start of start record attack.
* Bump up the demoversion to 7, because I want all previous v2 demos to be guaranteed kaput (it was previously 4, but 7 is a nice number).
* Fix a ton MORE shitcausing misalignments in the replay system, this time specifically focused on getting ghosts functional.
* Plug a few holes in the "best lap" record implementation that allowed for stupidly easy records due to the way v2's finish lines work.
* Make a few follower-related things sane, to prevent spurious console prints that were getting in the way of my test prints.
2020-11-27 20:30:28 +00:00
James R
fe031088ae Lua: "defrosting" global to tell how many tics are processing in the preticker 2020-11-24 19:32:01 -08:00
Riku Salminen
0cefac70d3 Declared the cvar in netcmd to get rid of warnings 2020-11-10 13:53:31 +02:00
Riku Salminen
16a4ab37d3 Try to add cvars for old camera 2020-11-10 13:21:34 +02:00
Riku Salminen
27931ca32e Update p_tick.c, Replacing mobj angle with cmd angleturn 2020-11-10 13:21:34 +02:00
Riku Salminen
bb16216839 Update p_tick.c, got rid of an useless angle change function 2020-11-10 13:21:34 +02:00
Riku Salminen
1d1b508cc8 Make the replay camera follow the player 2020-11-10 13:21:33 +02:00
Sally Coolatta
11872504ae Merge master 2020-11-08 01:26:40 -05:00
James R
27fbf77922 Huge perfstats refactor
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.
2020-11-07 01:32:59 -08:00
James R
cacca05ed3 PreThinkFrame and PostThinkFrame hooks
Changes from e4d1b9491c,
4456ff50ab,
20494c4c42,
ee0e68d8dc.
2020-11-05 21:04:25 -08:00
Sally Coolatta
ddee6257e7 Move to P_RunThinkers 2020-10-26 23:46:56 -04:00
Sally Coolatta
62139f144a Paper item spawners
Code is a little horrendous in a few places but I will hopefully fix later :V
2020-10-26 22:20:02 -04:00
Sally Coolatta
7c2bd0d1c2 Merge remote-tracking branch 'srb2/next' into the-scary-22-merge 2020-10-24 20:50:58 -04:00
Hannu Hanhi
24ff748c58 Performance stats 2020-10-10 22:12:34 +03:00
James R
c5df256d9e Make fucking with the window optional 2020-09-24 16:49:34 -07:00
James R
79fda7b814 bruhhhhh 2020-09-24 16:49:34 -07:00
James R
68bd632bac You have entered the comedy area 2020-09-24 16:49:34 -07:00
James R
c82ac33c0c Rumble rumble 2020-09-24 16:49:33 -07:00
Sally Coolatta
ef8f2e6fa4 Minor touchups to netcode 2020-09-22 01:53:28 -04:00
Sally Coolatta
99a1bacb81 Turning code overhaul
Packet drops are still broken, but at least netgames are playable now.
2020-09-22 00:35:44 -04:00
Sally Coolatta
0b31f71b61 Merge branch 'master' into finish-line-beam 2020-08-29 21:53:04 -04:00
Sally Coolatta
dfd733eb80 Up to screen.o
Lots of renderer files I didn't need to touch at all here :)
2020-08-15 00:55:30 -04:00
Sally Coolatta
9b9ab8a2d5 Get up to p_user 2020-08-14 23:23:14 -04:00
Sally Coolatta
5a98c00405 NOW we make it past p_mobj 2020-08-14 22:28:49 -04:00
Sally Coolatta
c665393bd0 actaully I was incorrect, it didn't make it past it. Now it makes it TO it at least :V 2020-08-14 21:21:17 -04:00
Sally Coolatta
f9ca40e673 Merge branch 'master' into the-scary-22-merge 2020-08-12 20:59:09 -04:00
Sally Coolatta
f8d1e75025 Merge remote-tracking branch 'public/next' 2020-08-12 18:50:41 -04:00
Sally Coolatta
8731c6b7a4 Another round of fixing up
- gametyperules are now fitting for kart, not applied to the whole codebase though
- a few more files compile
2020-08-11 16:13:17 -04:00
Sally Coolatta
c96bd5f64a Many removals
Lots of NiGHTS code, lots of ringslinger code, revert actnum behavior back to vanilla
2020-08-10 21:45:51 -04:00
Sally Coolatta
8071ec92e8 InputDown -> PlayerInputDown, JoyAxis -> PlayerJoyAxis 2020-08-10 17:00:45 -04:00
Sally Coolatta
e296e1309a YAY, round 2 2020-08-09 21:02:56 -04:00