Commit graph

83 commits

Author SHA1 Message Date
toaster
f794908430 Merge branch 'followtweak' into 'master'
Follower adjustments

Closes #202

See merge request KartKrew/Kart!514
2022-03-12 18:37:15 +00:00
Sally Coolatta
39da886447 Merge branch 'master' into invinc-color-fix 2022-02-16 23:01:23 -05:00
Sally Coolatta
a750fdd810 Invincibility wasn't using K_RainbowColor anymore, what the function was designed for... 2022-02-16 23:01:07 -05:00
toaster
e7108cfde1 Resolve the replay crash issue :mike:
(Also no longer mess around with moving flags into booleans per my comment)
2022-01-23 21:35:29 +00:00
Sally Coolatta
38e741af76 Merge branch 'master' into grow-shrink-shoe-polish 2022-01-18 02:57:08 -05:00
Sally Coolatta
c606e1e96b Force shrink can be toggled individually online
In preparation for a "make yourself small by default" cheat on the char select like SMK.
2022-01-09 04:08:26 -05:00
toaster
316cd61d9f * Fix follower colour being limited to UINT8.
* Fix follower colour not being set in offline mode (based on Steel's fix but no UINT8).
2022-01-04 22:41:35 +00:00
James R
fa691c0ee4 Create folder with branch name when saving replays 2021-12-18 22:31:33 -08:00
James R
5145011251 Add some missing G_SetGametype calls
Fixes timelimit not being reset when switching gametypes
on the vote screen.
2021-12-14 18:11:08 -08:00
Sal
a326e180ca Merge branch 'replayfixes' into 'master'
Replay fixes mark whatever

See merge request KartKrew/Kart!463
2021-11-30 02:28:57 +00:00
toaster
9e12195840 Fix two more minor issues with reading and writing replays.
* DXD_PLAYSTATE and DXD_WEAPONPREF no longer conflict when both are read during the same tic. (VERY rare bug, but was possible)
* Fixed G_WriteDemoTiccmd not considering the sign of forwardmove properly. (Of basically no consequence r/n, but could bite us down the line if not caught)
2021-11-29 19:45:01 +00:00
Sally Coolatta
c43f8da5e6 P_SetOrigin & P_MoveOrigin to replace P_TeleportMove 2021-11-29 08:20:27 -05:00
toaster
3141ca0221 Replay fixes mark whatever
Not a pancaea for EVERYTHING, just a bunch of good stuff.

* Some issues with spectators not == true because the assignment wasn't casted.
* Netgame status (or rather its inverse) is recorded in netreplays now, to allow for power levels controlling spawn position.
* Fixed tally screen for replays to not scream infinitely at you.
* P_IsLocalPlayer now uses display players in replays.
* A bunch of good testing prints that helped me find these problems, commented out for now just in case we need them again soonish.
2021-11-28 20:03:49 +00:00
toaster
fa8bffabfc Have replay recording of "hits" use the reference count system, so that it doesn't potentially access free'd memory.
(This is not THE replay fix, but it is A replay fix.)
2021-11-21 13:35:08 +00:00
toaster
7fab92d73b Kickstartaccel demo fix
An absolute dogshit clown-level code blunder from me, now corrected.
2021-05-10 14:21:13 +01:00
Sally Coolatta
dcee9269dd FLAGS IS NOT LATENCY
UH OH STINKY COPY PASTE!!!!
2021-04-21 20:51:57 -04:00
toaster
00972a83d2 remove the prefix since everything seems to function 2021-04-17 11:30:08 +01:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
Sally Coolatta
8bb1fa57d4 Merge branch 'master' into 22-merge-again 2021-04-05 01:11:26 -04:00
toaster
d302693946 Fix replays, which were broken because all the player struct info was being clobbered IMMEDIATELY after reading it from the demo :mothpensive: 2021-04-03 19:48:50 +01:00
toaster
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
Sally Coolatta
0be122189f Remove turn easing code
Vanilla holdover lots of people complain about & tbh just doesn't need to exist
2021-03-01 12:39:42 -05:00
Sally Coolatta
420a6ccccb Fix Dehacked loading 2021-02-28 22:39:47 -05:00
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
toaster
879c821d18 Demo-sync weaponpref data, which just includes kickstartaccel right now. 2021-02-22 12:58:03 +00:00
toaster
08d087c6b5 Acceleration Kickstart, my little hobby project.
It's no secret that holding down a button a lot can fuck with your wrists and fingers. It's too late for me to be damageless, but I can at least create an option to reduce further harm.

This accessibility feature, when enabled (kickstartaccel and kickstartaccel2/3/4 in the console) behaves with the following properties:
* Hold accelerate for 1 second to lock it down.
* Press again to release.
* Short holds/presses do nothing (good for POSITION).
* Continue holding it during the releasing press to re-lock it.
* A small triangular UI element is added next to the speedometer sticker, which displays the current state of the acceleration kickstart for visual feedback. (NO SPLITS SUPPORT YET)

In addition:
* Add PF_ACCELDOWN and PF_BRAKEDOWN, and BT_REALACCELERATE (which ACCELDOWN tracks). Even if this feature never gets merged, BT_REALACCELERATE is required because sneakers and boosters force it on too (extending this is how I implemented it).
* Fix the dehacked playerflag list being out of shape.
* I replaced some existing flags during development of this branch, so their old uses have been whittled away.
2021-02-20 23:10:18 +00:00
James R
c302d5b5d4 That moment when you see HAVE_BLUA crawl back from the grave
This would mean MapChange hasn't been firing for demos ...since 2.2.5.
2020-12-10 00:36:14 -08:00
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
495e4896dc Fixed Chengi's sprite2 bug, and started on (but haven't nailed down) the rewind crash. 2020-11-28 11:45:25 +00:00
toaster
c2447154ec Bracketing fix for Sryder. 2020-11-28 11:32:29 +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
toaster
9c0edb097f Fix demos doing incomprehensibly nasty bullshit; now they only desync for a handful of easier-to-hammer-down cases. 2020-11-27 17:59:57 +00:00
Riku Salminen
3b48adc98a Made height/spinheight and height change values in replays more accurate 2020-11-09 17:01:20 +02:00
Sally Coolatta
601451bead This RNG thing was removed, so it doesn't need to be in demo code anymore either 2020-10-31 02:39:30 -04:00
Sally Coolatta
afbbfc9b1f Fix cvars
My wrist burns...
2020-10-24 21:32:07 -04:00
Sally Coolatta
7c2bd0d1c2 Merge remote-tracking branch 'srb2/next' into the-scary-22-merge 2020-10-24 20:50:58 -04:00
Steel Titanium
3f50b92ee2 Fix G_GhostTicker crashing trying to read netvars as ghost data
Also fixed possible issue with incorrectly reading the demo pointer due to the wrong type being passed to sizeof in G_ConsGhostTic
2020-10-19 20:20:08 -04:00
James R
a82f568fc3 Merge branch 'next' into 'next'
Updated 16 bit momentum values to 32 bit in demos, changed demo version

See merge request STJr/SRB2!1157
2020-10-08 21:56:30 -04:00
Sally Coolatta
2f6962c103 Correct player angle when respawning from crushing 2020-09-26 03:12:22 -04:00
Sally Coolatta
285ec3e08c Player death uses damage types
- Fixed last place elimination not working (again)
- Replaces squishing from level geometry with good old fashioned crush death
2020-09-25 16:31:10 -04:00
Riku Salminen
487a409760 Wrote 3 lines in 1, as Zwip-Zwap Zapony suggested 2020-09-23 22:37:06 +03:00
Riku Salminen
8e7e76fad9 Update g_demo.c, Remove old comments of fractional loss of one byte 2020-09-23 15:29:03 -04:00
Riku Salminen
376582c750 Updated 16 bit momentum values to 32 bit in demos, changed demo version 2020-09-23 21:26:51 +03:00
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
James R
d99757278b Don't ifdef CV_LoadDemoVars out if OLD22DEMOCOMPAT defined 2020-09-19 18:34:52 -07:00
Sryder
3db9902829 Actually fix replay hut crash properly, we for some reason stopped saving RNG seed 2020-08-24 01:21:32 +01:00
Sryder
afcdfe70c7 Don't read RNG seed twice when loading demo info 2020-08-24 00:57:02 +01:00
James R
cedb09bd92 Fix pointers on LUA_Archive and LUA_UnArchive
(servers joinable again)
2020-08-21 19:47:53 -07:00
Sally Coolatta
3e446a167c Restructure how damage works in kart COMPLETELY
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.
2020-08-19 00:55:36 -04:00
Sally Coolatta
ebec43b727 Fix G_WriteStandings 2020-08-18 05:08:21 -04:00