Commit graph

1820 commits

Author SHA1 Message Date
Monster Iestyn
a6a4b74692 Merge branch '21-controls' into 'next'
Default control changes for 2.1.21

See merge request STJr/SRB2!343
2018-11-27 11:50:42 -05:00
TehRealSalt
303bcbcdc6 Flush map buffer early, again
Now it's directly in G_AddMapToBuffer
2018-11-26 06:09:26 -05:00
TehRealSalt
5afc783c78 Calculate buffer size manually
(Yes, I checked; this always outputs "3" for its current usage.)
2018-11-26 05:09:56 -05:00
TehRealSalt
8aab227709 Accidental removal 2018-11-26 04:42:14 -05:00
TehRealSalt
4f0c74e1dc Remove previous commit's votebuffer, allow an external optional buffer to be passed into G_RandMap
I meant to fix the previous method, but I didn't even understand how it knew it was in a vote or not... so I just did it my own way :V

(Shouldn't FLUSHMAPBUFFEREARLY be on now...?)
2018-11-26 04:27:31 -05:00
TehRealSalt
622e94797b basic start on VR 2018-11-25 22:55:49 -05:00
mazmazz
0d9749f418 Merge remote-tracking branch 'origin/master' into menu-execs 2018-11-25 19:03:22 -05:00
Monster Iestyn
d824e05a6f Merge branch 'master' into next 2018-11-25 20:39:17 +00:00
mazmazz
f3914583c6 Rearranged menu presentation methods
* Menu parameter retrieval and hierarchy in m_menu
* Presentation logic (background display) in f_finale
2018-11-25 15:08:12 -05:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
TehRealSalt
d3fb778a52 Keep track of the place SPB is following
This makes it so that if the SPB'd person is passed, then the person who's getting SPB'd won't get the increased item odds for the weird feedback loop.
2018-11-24 20:41:17 -05:00
TehRealSalt
9bec65ca03 Franticized items for 2nd place VS SPB'd 1st 2018-11-22 23:38:54 -05:00
mazmazz
823b75797e Add chasefreelook to separate third and first person mouselook 2018-11-22 17:05:24 -05:00
mazmazz
340b5e9d4f Hardcode Pause/Break key and change Pause default; show prompt in menu about Pause key 2018-11-22 14:37:21 -05:00
toaster
0fc427a663 The oft-promised buffer fixes. Also, making it so the gametype switch for "Sometimes" is every 10 maps, not a full buffer round (now that it doesn't add to the buffer when you first see it).
Unfortunately, the code didn't turn out nearly as nice as I'd desired, but things don't always work out.

In addition: For some reason, I rolled Tinkerer's Arena twice within three hits of the Dice voting option, so something's wrong and this branch needs proper, rigorous investigative testing but I don't know what and I'm way too tired (both physically and metaphysically) to investigate any further.
2018-11-22 17:10:36 +00:00
TehRealSalt
a9d15f0669 Allow turning while respawning
This makes rubber-burn turning even more useless, but I don't think there's a way to fix the rubber-burn turn without breaking demo playback, so let's just do the part that is needed for now. I kinda want to redo how that mechanic works anyway.
2018-11-21 20:29:21 -05:00
mazmazz
72a32696a5 Dont show Hold to Retry HUD when using Pause/Break key 2018-11-21 11:10:18 -05:00
mazmazz
21a3121b95 Hardcode Pause/Break key and change Pause default; show prompt in menu about Pause key 2018-11-21 10:58:07 -05:00
mazmazz
3bb75690c4 Merge remote-tracking branch 'origin/master' into HEAD 2018-11-20 23:19:36 -05:00
mazmazz
b37a2016c7 Merge remote-tracking branch 'origin/master' into menu-execs 2018-11-20 18:31:30 -05:00
Monster Iestyn
ec10b18c46 I forgot to do this earlier, welp 2018-11-20 21:17:46 +00:00
Monster Iestyn
eb4eef6104 Merge branch 'public_next'
# Conflicts:
#	src/Makefile.cfg
#	src/d_clisrv.c
#	src/p_setup.c
#	src/r_segs.c
#	src/r_things.c
2018-11-20 14:33:10 +00:00
TehRealSalt
b8696fc0ff Random map buffer only gets added to when
Needs another temporary buffer for the vote screen so that it doesn't roll dupes
2018-11-20 00:13:08 -05:00
TehRealSalt
b818d37eb1 Make Map Hell a 1% chance 2018-11-19 23:41:15 -05:00
toaster
5fe9cbba3d Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_again
# Conflicts:
#	src/d_clisrv.c
#	src/m_misc.c
2018-11-18 18:26:50 +00:00
TehRealSalt
8398d43d6f Fix cvar bugs
- karteliminatelast uses CV_YesNo instead of CV_OnOff
- chatbacktint defaults to on
- soniccd defaults to off
2018-11-17 20:47:11 -05:00
Sal
0961acd88b Merge branch 'chat-changes' into 'master'
Fix capslock wonkyness

See merge request KartKrew/Kart!98
2018-11-17 16:54:56 -05:00
Latapostrophe
0c16dad2d7 forgot whitespaces.... 2018-11-17 22:23:23 +01:00
toaster
1859dd7e6e Two tweaks to gamedata saving:
* Save gamedata in Y_UpdateRecordReplays(), so that you never unfairly lose out on your spoils by setting modifiedgame before the game ends.
* Always save your matchesplayed/totalplaytime increase at the successful completion of a level.
2018-11-17 20:16:27 +00:00
mazmazz
b22538beb9 Implemented features
* M_SkyScroll optimization with still speeds; refactor background drawing
* Music (in time attack screens so far)
* FadeStrength
* HideTitlePics
* Scrolling backgrounds in Time Attack (moved F_SkyScroll to m_menu)
2018-11-17 01:21:21 -05:00
Alam Ed Arias
aef0d9a421 Merge branch 'master' into next 2018-11-14 15:45:29 -05:00
TehRealSalt
3462133c5a Skip errors for staff ghosts 2018-11-14 05:20:51 -05:00
TehRealSalt
a8b57e6f0d Title demos don't interrupt the music 2018-11-13 21:01:59 -05:00
mazmazz
7b0ec6479f Merge branch 'master' into text-prompts 2018-11-13 11:12:44 -05:00
mazmazz
ccffb0538d Merge branch 'control-selector' into text-prompts 2018-11-12 21:11:53 -05:00
mazmazz
eb5f05848c Also set cv_analog for tutorialgcs
* M_TutorialSaveControlResponse CV_Set adjustment
2018-11-12 17:34:56 -05:00
mazmazz
dfb395ab37 Change mouse cv vars temporarily alongside control scheme 2018-11-12 17:30:21 -05:00
mazmazz
c12462e737 Uncomment gcs_platform defaults 2018-11-12 16:54:42 -05:00
mazmazz
42fe8b78c1 Add tutorialgcs variable for optional control scheme loading 2018-11-12 16:50:03 -05:00
TehRealSalt
339a2a6ee6 Clean-up of unused/removed sfx, replacement of the last remaining Mario sfx, and new sfx in some spots
- Replaced eggitem landing sfx
- Replaced banana landing sfx
- Replaced item tossing sfx
- Replaced item clashing sfx
- Added sfx for drift spark tier changing
- Added sfx for brake drifting
- Reverted Mario Mode sound replacement back to vanilla
2018-11-11 17:30:30 -05:00
mazmazz
7bd7c001d5 New gclists and const modifier; added tutorialmode declarations to this branch 2018-11-11 08:44:08 -05:00
mazmazz
b1bfc35ad7 Hardcode tutorial prompt offset index 2018-11-10 10:15:16 -05:00
mazmazz
3174969755 Added page tags and find page by tag
* Added tutorial mode defines to this branch
2018-11-10 09:32:53 -05:00
TehRealSalt
ab1faaeec5 Merge branch 'master' into staff_names 2018-11-08 14:47:38 -05:00
TehRealSalt
2b92c1abfa Fix for the Y_FollowIntermission change hurting Record Attack
Should probably be ported to vanilla
2018-11-08 14:43:06 -05:00
TehRealSalt
c7b0df8172 Merge remote-tracking branch 'srb2public/next'
(Huge change: NO_MIDI is now a define, simply because that makes it easier for me to resolve merge conflicts if I can see the original code and the new code. Also means that people who REALLY miss MIDI can compile & fix it themselves :P)
2018-11-07 16:15:14 -05:00
toaster
2890e726c1 Fix startbumps.
A more detailed explanation:
* P_CheckPosition is the function which determines collisions.
* In Vanilla, collisions do not happen between players unless tailspickup is off (which it basically never is).
* Even with tailspickup off, on-spawn player collisions do not affect momentum.
* However, in kart, player collisions cause the player to get bumped.
* It would succeed at the P_CheckPosition call because players aren't *solid* solid, even though they cause bumps.
* It would fail at the K_CheckPlayersRespawnColliding call, but that would be too late, *as the player already has been bumped.*
* The player would therefore be moved to a new location, but still retain bump momentum, and the bump sound would have played for both players.
* Therefore, the obvious solution is to swap P_CheckPosition and K_CheckPlayersRespawnColliding, so that it checks for players BEFORE it performs object collisions at that spot.
* The reason we didn't see this MUCH before is that it can only ever happen in the case of ties.

I could've easily done this into master, but obviously I figure yalls'd at least like to check this first.
2018-11-06 13:33:27 +00:00
toaster
4568753e4c TITLE SCREEN DEMOS: Pick a random Staff Attack demo!!!
Also: Fix watching a demo replay of a map with a palette not resetting your palette back to normal when you go back to the menu(/titlescreen).
2018-11-05 13:45:40 +00:00
mazmazz
77c5774e51 Moved TextPrompt logic to f_finale.c
* Added basic TextPrompt ticker and drawer functions
* Added chevron animation
2018-11-04 22:32:45 -05:00
mazmazz
f8f3795927 TextPrompt/Page freeslots; SOC Prompt/Page parsing 2018-11-04 22:31:52 -05:00