Bubble Shield could collide with the same object up to
5 times per tic! (3 times at least!)
1) P_CheckPosition from MFE_ONGROUND being unset.
2) P_CheckPosition AGAIN from MFE_ONGROUND being unset
while literally being on the ground. This one's
probably a bug in general but it's beyond the scope of
this commit. It's also scary movement code, yiiiikes...
3) P_MoveOrigin to teleport the Bubble to its holder's
position.
4) If something moves into the Bubble.
5) If something moves into the player holding the Bubble.
This generated extra unwated hitlag, especially noticeable
against invincible players.
To reduce these to one collision only, the Bubble is now
MF_NOCLIPTHING except while calling P_MoveOrigin. The
player's own hitbox is also disabled for Bubble
collisions.
- arg2: TID of an object to make the camera's angle/pitch follow.
- arg3: Zoom tube waypoint sequence to start following.
- Ceremony uses one-screen, regardless of previous splitscreen-ed-ness
- Use sfx_achiev when any Challenge is completed
- If picking up MT_EMBLEM *doesn't* immediately complete a challenge, use sfx_ncitem as before
- Bugfix: this sound is played even when online, which it wasn't previously doing (because the object couldn't be destroyed and play its sound)
Two arrows. One above the player, floating. One below the
player, on the ground.
Both arrows use the player's facing angle. Arrows are only
visible to their own player (other players can't see them).
The floating arrow is a papersprite. You can see the arrow
turn with you as you turn your camera.
The grounded arrow is a splat with additive blending. It
tilts to match the slope of the ground you're driving on.
The totally-not-a-secret reason I made this branch.
- doomednum 770 (associated with polyobject anchors 760/761 and skybox centerpoint 780)
- Place exactly two in a map to draw an implicit rectangle.
- Supports top-left/bottom-right AND bottom-left/top-right placements.
- I_Errors if you place too many (or only one).
- You don't *have* to have these, this is just a bonus if you're a map like Power Plant or CDSS1 negatively affected by your skybox.
- Damage depends on item thrown at it.
- UFO speeds up when getting damaged.
- Made UFO speed up more often.
- First Special Stage item column is active farther back.
- Items can't be disabled if rules can't be changed.
- Item column code with items disabled uses fractional precision.
- Fixed bug with the new item table code to support different lengths better.
- Tweaked UFO speed values again.
- UFO is no longer solid.
- UFO is able to be damaged. (No damage values set yet, so it has an obnoxious amount of health.)
- Emerald becomes collectible when fully damaged.
- Jawz can target the UFO.
- Tweaked some of the speed values.
- UFO spawns at first waypoint for TOL_SPECIAL maps
- UFO moves up the waypoints, the speed varying based on your position relative to it and your own speed.
- You are able to tether off of the UFO.
- Bugfix: PathfindThruCircuit no longer fails when reaching a one-ended waypoint.
Damage is my next project but I wanted to get this committed for now.
- New `flags` field
- Permits coexistence of var and flags
- `notMedal` boolean is now `GE_NOTMEDAL`
- New `GE_TIMED` flag
- Disappears `var` tics after `starttime`
- Improved M_GetConditionString handling for specific Emblem grabs
- More explicit error handling for invalid Emblem
- The pieces do the positioning, instead of the capsule itself. This makes it so that the parts update after the capsule has applied its momentum.
- Use proper inradius instead, so the sides line up.
- Because of the above change, the capsule as a whole is bigger. This means...
- Increased hitbox again
- Changed a few of the sprites
- Randomize banana angles when thrown
- Spin bananas when mid-air
- Add MF_SLOPE flag to control whenever or not pitch/roll are set for an object (replaces MF_BOXICON)
My case for why I hate the gamma correction: took me 30 minutes tops to insert all of these colors originally, but took me an hour to reverse the proper gamma correction to the handful that needed it.