Commit graph

1313 commits

Author SHA1 Message Date
Eidolon
892a6b8620 Merge public master 2025-08-12 16:49:14 -05:00
Eidolon
255570cfca Dynamically allocate skins
This avoids an issue where the skins array takes up a fixed, but large
amount of memory at runtime. On x86_64 linux, that array is roughly 80
megabytes in memory, most of which is unused when the game is unmodded.
Instead, we treat `skins` as a dynamically resizing array, and it is an
array-of-pointers into separate allocated `skin_t`.

This is based on Lactozilla's skin limit MR for SRB2, but I've rewritten
it because RR has diverged quite a bit.

This was verified to check every access of `skins` by using clangd's
find-all-references function. However, I have only tested plain skins,
not Lua addons, so that could afford some extra checking.
2025-08-12 15:33:00 -05:00
Antonio Martinez
e6091cc8b4 Start condition rework 2025-08-04 04:38:16 -04:00
Antonio Martinez
0468f1f988 Nudge some constants, startline startboost in TA 2025-08-04 04:37:50 -04:00
Antonio Martinez
1457a16bd5 Merge up to master 2025-08-04 04:37:50 -04:00
Antonio Martinez
61663ec89e Only apply nerfed startboost to players 2025-07-18 04:43:33 -04:00
Antonio Martinez
3bb5fe092d Half bot amp rewards and startboost duration in GP 2025-07-18 04:41:01 -04:00
Oni VelocitOni
858973586b Merge branch 'splitscreen-camera-height-patch' into 'master'
Splitscreen flatmap camera height 3/4 (75%) -> 17/20 (85%)

See merge request kart-krew-dev/ring-racers-internal!2633
2025-06-26 19:48:09 +00:00
Ashnal
1086c1e799 Bailquake Cleanup 2025-06-25 19:07:10 -04:00
VelocitOni
71a1175315 Bail quake is multiversal
Everyone should feel that shit
2025-06-25 18:07:52 -04:00
Ashnal
b131b44353 bailquake 2025-06-24 22:45:11 -04:00
eebrozgi
6b0dd78d61 13/16 -> 17/20
FUMBLED MY MATH, NEVERMIND
2025-06-18 15:40:37 +03:00
eebrozgi
21929bb111 Splitscreen flatmap camera height 3/4 -> 13/16 2025-06-18 15:17:34 +03:00
eebrozgi
98bacdeafe Splitscreen flatmap camera height 3/4 -> 5/6
The camera tilting upwards in motion was a bigger deal than I originally noticed; splitscreen camera height adjusted accordingly.
2025-06-18 14:43:31 +03:00
SteelT
a96fe4e2d0 Merge branch 'splitscreen-camera-height' into 'master'
2-player splitscreen flat map camera height fix

Closes #1567

See merge request kart-krew-dev/ring-racers-internal!2630
2025-06-15 21:08:16 -04:00
Antonio Martinez
c55f52f587 the dulcet tones of eri nobuchika are the only thing separating me from a shallow grave 2025-06-12 00:41:45 -04:00
eebrozgi
9db2da65a6 2p splitscreen camera height fix
When 2p splitscreen is active, only use 75% of map-specific camera heights.
2025-06-12 02:19:16 +03:00
toaster
5e7cce9047 CallFunc_SetThingProperty: Get next mobj in TID chain at start of loop
In cases where state/property set can cause instant deletion, definitely interrupts FindMobjFromTID iteration after one step and potentially uses after free

Also adds comment warnings to this effect near ways to find P_FindMobjFromTID, and updates P_ProcessSpecial even though we could probably stand to rip it out now
2025-05-26 15:22:30 +01:00
Antonio Martinez
066a804614 Fuck it, I'll rewrite parts of PWR later 2025-05-25 18:19:05 -04:00
Antonio Martinez
d079783e33 Various suspicions 2025-05-25 17:17:03 -04:00
Antonio Martinez
938000cd7e Longer, more fair duels 2025-05-25 03:01:18 -04:00
Antonio Martinez
28f12acab1 Merge remote-tracking branch 'origin/master' into duel 2025-05-24 16:34:36 -04:00
Antonio Martinez
f0bcc82f90 go go gadget teamplay 2025-05-21 16:49:51 -04:00
Oni VelocitOni
ae962c4d14 Merge branch 'ta24' into 'master'
2.4 TA refinements mkII

Closes #1507 and #1508

See merge request kart-krew-dev/ring-racers-internal!2532
2025-05-18 22:12:47 +00:00
Oni VelocitOni
3fd8d10630 Merge branch 'camheight-mapheader' into 'master'
Add CameraHeight level header option

See merge request kart-krew-dev/ring-racers-internal!2550
2025-05-18 20:04:52 +00:00
SteelT
23548ebca7 Add support for screen quakes effect 2025-05-18 15:26:04 -04:00
Antonio Martinez
8d9bcb8e03 Remove debug print 2025-05-18 14:31:55 -04:00
Ashnal
f2d323111f fix calculating exp before gradingpointnum increment
fix leftover lappoints code affecting exp
2025-05-18 14:30:52 -04:00
Ashnal
5a42c99d0a Rname stuff better 2025-05-18 14:30:45 -04:00
Antonio Martinez
6642b82793 Fix TA amp calculation underflow 2025-05-18 13:41:26 -04:00
Antonio Martinez
cacf470f6f 2.4 TA refinements mkII 2025-05-12 17:18:14 -04:00
AJ Martinez
a1163f7c82 Tweak amp payouts 2025-05-01 22:58:01 -04:00
Eidolon
a2d11a61f1 Merge public master 2025-02-13 20:05:29 -06:00
Eidolon
5f10a35691 Merge branch 'fixfofalphaogl' into 'master'
Clamp rover->alpha levels in LegacyGL

See merge request KartKrew/RingRacers!57
2025-02-14 01:58:39 +00:00
Eidolon
cb7f437e60 Merge public master 2025-02-13 15:48:11 -06:00
Eidolon
a4d304a1f5 Update copyright years to 2025 2025-02-13 15:32:26 -06:00
Eidolon
1a8467fdaf Merge public master 2025-02-12 19:02:38 -06:00
Alug
20d4c8510b Make FOF fades use 0-255 alpha, not 1-256 2024-11-05 21:03:33 +01:00
Eidolon
cdd3bad813 Add level pool allocator and use it for mobj, precip, thinkers
This should substantially reduce the number of malloc/free calls made to
create and destroy mobjs, especially during level load and net
save/load.

memory_resource standard header is not available on the OSX deployment
target we are using, so I had to write my own fixed size pool allocator.
2024-10-30 09:08:04 -05:00
Sally Coolatta
a2ddd5079e Thing_StartTracking: Make it do something
Instead of using a linedef executor tag as an argument, apply an action special to the angle manager object that you had to place anyways.

There is no UDMF version check because the old behavior was practically unusable.
2024-09-21 03:58:33 -04:00
Sally Coolatta
a7aaf0eddb Level_SetWeather: Use str instead of int 2024-09-21 03:54:54 -04:00
Sal
653766010d FRIENDCODE (aka, Teamplay) 2024-09-17 01:41:26 +00:00
Antonio Martinez
7e9710e81a WIP 2024-09-09 02:09:53 -07:00
Antonio Martinez
dcb4dea2fb Duel: cleanup, finish refactor, endcam, position fixes 2024-09-06 20:58:06 -07:00
Antonio Martinez
075b09e537 Duel less rewarding First Blood 2024-09-02 22:05:33 -07:00
Antonio Martinez
4f1a49c0fb WIP: Duel infinite laps in circuit 2024-09-02 21:52:46 -07:00
Antonio Martinez
d2b2178143 WIP: Duel ruleset 2024-09-02 20:56:42 -07:00
Antonio Martinez
c6a9228b2b Bot-aware 2.4 mechanics 2024-08-29 20:22:31 -07:00
Antonio Martinez
57c4fccd03 gameplay prototyping lightning round 2024-08-27 19:42:56 -07:00
Sally Coolatta
87a223d5e2 New ice slope physics
Make them stronger by the same factor as acceleration is weakened. This feels a lot more natural, since your top speed tends to be higher on ice, which was making them feel strangely easier to climb ... even though driving on ice is hard mode (even in real life)

Also fixes an oversight where P_SpawnFriction was using the outdated movefactor constants from SRB2 instead of the ones from SRB2Kart that the rest of the codebase was using, by unifying it into one function.
2024-08-24 22:19:08 -04:00