Sally Coolatta
72d77f7fb5
Invincibility updates
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- You flash white while in invincibility
- Invincibility is not rainbow UNTIL you go above the initial timer.
- Increased visibility of the shield effect around invincible players.
- Invincibility sparkles have trailing afterimages.
- Disabled invincibility speed lines; they now use the normal speedlines but grey/rainbow. (The code/sprites will be used for something later.)
- Using invincibility adds time, instead of setting it.
- Player hitbox is finally bigger, to actually match the shadow size.
2022-05-08 03:43:53 -04:00
toaster
c0830d1ddc
Merge branch 'testers220430' into 'master'
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Minor prep for 220430 test
See merge request KartKrew/Kart!576
2022-05-07 13:53:03 +00:00
toaster
1fbe04bd6d
Merge branch 'spindash-tweaks' into 'master'
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Spindash tweaks
See merge request KartKrew/Kart!578
2022-05-07 13:09:20 +00:00
SinnamonLat
7a65dbfe8e
use other magnetic sound for ebrake
2022-05-04 10:55:19 +02:00
SinnamonLat
3bcf4fd33b
fix exploit where releasing only accel mid spindash would cancel it
2022-05-04 10:50:07 +02:00
SinnamonLat
bf09bdd642
ebrake sound
2022-05-03 23:51:37 +02:00
SinnamonLat
f80ef0e051
ignore offroad while in tiregrease
2022-05-03 23:37:32 +02:00
SinnamonLat
03056eb3b5
better ebrake/spindash visuals
2022-05-03 23:23:46 +02:00
SinnamonLat
464e4a338a
wip: ebrake visuals
2022-05-03 03:35:01 +02:00
SinnamonLat
d843cc5b5c
Spindash iframe ring drain based off of speed/weight
2022-05-03 02:16:22 +02:00
SinnamonLat
784a541c09
Spindash charge time rebalance + release thrust
2022-05-03 01:53:20 +02:00
toaster
b88a34e07b
Make the "DEVELOPMENT EXE" string on the title screen change in TESTER and HOSTTESTER builds.
2022-04-29 22:16:44 +01:00
toaster
2036a62043
Change when the kstart sound occours, because getting a lag spike at a bad time can still make it happen inaccurately early.
2022-04-29 21:54:22 +01:00
toaster
f13149c061
Merge branch 'droptargetsound' into 'master'
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Dynamic sounds for drop target collision
See merge request KartKrew/Kart!575
2022-04-27 19:45:17 +00:00
AJ Martinez
87eed3ed1c
Double droptarget sound range
2022-04-25 21:21:53 -05:00
AJ Martinez
4655df9d9e
Dynamic sounds for drop target collision
2022-04-25 18:49:08 -05:00
toaster
2fc1770dc0
Merge branch 'sep-decringe' into 'master'
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[minor refactor] Sep Decringe
See merge request KartKrew/Kart!573
2022-04-18 16:37:15 +00:00
toaster
2b2ba53e93
Minor refactor: Handle *sep entirely within S_AdjustSoundParams, instead of having a component partly outside.
2022-04-18 17:13:27 +01:00
Sal
346a93475d
Merge branch 'split-somethings' into 'master'
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Split Somethings
Closes #237 and #233
See merge request KartKrew/Kart!572
2022-04-18 15:19:51 +00:00
toaster
dfbff49a52
Delete accidentially-committed whitespace
2022-04-17 23:50:43 +01:00
toaster
440203ff89
Resolve #233 - Sounds with non-NULL sources now work when two or more players are near the sound origin.
2022-04-17 23:22:48 +01:00
toaster
8563074ee0
Resolve #237 - water ripple effects no longer show garbage in splitscreen.
2022-04-17 21:57:06 +01:00
toaster
cc76f4d052
Merge branch 'reverttransferline' into 'master'
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Revert "Add flag to line slopes for copying their slopes to the other side."
See merge request KartKrew/Kart!568
2022-03-29 12:57:51 +00:00
Sal
2f3064c225
Merge branch 'endingmusicfix' into 'master'
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P_EndingMusic repairwork
See merge request KartKrew/Kart!567
2022-03-28 17:44:29 +00:00
SteelT
5db877ab35
Merge branch 'finish-update-optimize' into 'master'
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Interpolation optimization
See merge request KartKrew/Kart!566
2022-03-28 04:52:28 +00:00
Sally Coolatta
db7e71d418
Fix gif recording
2022-03-28 00:25:52 -04:00
Sally Coolatta
74eac3e3f2
Wait did this legitimately mostly fix it?!
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I think it was the realtics check...?!
The issue is still here but significantly better... I THINK?? I can't tell if I just hate this code so much I'm telling myself that it's better so I don't have to look at it anymore
2022-03-27 22:16:51 -04:00
Sally Coolatta
8933fe12f6
Haven't fixed netgames yet but pushing what I have at least
2022-03-27 20:26:46 -04:00
toaster
a6690e02fa
Revert "Add flag to line slopes for copying their slopes to the other side."
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This reverts commit 7f969705b4 .
2022-03-27 20:46:07 +01:00
toaster
1beee50942
Fixed the conditions where bad splitscreen player reads were occuring in P_EndingMusic.
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Was only evident when someone joined and then left the 3p or 4p position of party, which is why we didn't discover it in testing.
2022-03-27 20:19:10 +01:00
Sally Coolatta
ebd4197f5c
Increase delay granularity for more stable framerate
2022-03-27 13:58:11 -04:00
Sally Coolatta
d8bef70171
Add PAL hz standard as an FPS cap option
2022-03-27 13:20:42 -04:00
Sally Coolatta
c0678e5016
Check FPS cap further in the main loop
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This allows map changes to properly run. (I also seem to be able to hit the framerate cap slightly more often ... maybe placebo lol)
2022-03-27 13:17:26 -04:00
Sally Coolatta
12353c2d6f
Do the alternative interp failsafe CORRECTLY.
2022-03-27 03:39:19 -04:00
Sally Coolatta
d00f2e0622
Nothing fucking works
2022-03-27 02:56:48 -04:00
Sally Coolatta
24f870a262
Let's try this instead
2022-03-27 02:20:39 -04:00
Sally Coolatta
23b0a5fcaf
Wait until fully loaded before using framerate cap
2022-03-27 02:05:00 -04:00
Sally Coolatta
35b1a0d63f
go back to avg fps
2022-03-27 01:37:24 -04:00
Sally Coolatta
93dd4dc119
Give names to fpscap values
2022-03-27 00:25:27 -04:00
Sally Coolatta
e5fce1138e
This got a different fix in master... oops!
2022-03-26 23:53:10 -04:00
Sally Coolatta
090fc59d12
Merge branch 'master' into finish-update-optimize
2022-03-26 23:51:47 -04:00
Sally Coolatta
369d5398c5
Lots of FPS stuff
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- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
2022-03-26 23:48:08 -04:00
Sally Coolatta
417bbd1bf2
Keep rect in memory
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Feel better about this than creating one all da time
2022-03-26 17:16:13 -04:00
Sally Coolatta
33f316ded2
Calculate FPS stuff even if frame is skipped
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I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
2022-03-26 16:32:43 -04:00
James R
af1177a92e
Merge branch 'spring-level-up' into 'master'
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Increase spring strengths by ONE
See merge request KartKrew/Kart!560
2022-03-24 19:39:48 +00:00
SteelT
44c95916b6
Merge branch 'battlesync' into 'master'
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BATTLE SYNC
See merge request KartKrew/Kart!564
2022-03-24 01:28:28 +00:00
SteelT
da7a8e09cf
Merge branch 'mergeladder-colormap-plane-fix' into 'master'
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Fix colormap bug on Software renderer planes
See merge request KartKrew/Kart!565
2022-03-24 01:27:52 +00:00
James R
db619f1ed6
Fix bad merge @ 37e16db41e
2022-03-23 13:52:59 -07:00
toaster
b9864c9294
BATTLE SYNC
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* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
2022-03-23 00:34:23 +00:00
toaster
982c6d9a2e
Merge branch 'boss-code-extras' into 'master'
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Extra code changes for boss
See merge request KartKrew/Kart!563
2022-03-22 13:06:15 +00:00