Monster Iestyn
e3616de7de
Fix OpenGL completely missing the ability to alter FOF wall pegging by lower unpegged flag. Stupid OpenGL.
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Sorry in advance Lat'!
2018-06-26 21:41:05 +01:00
Monster Iestyn
cb7a46a33d
Merge branch 'master' into fof-slope-skew-backport
2018-06-26 20:11:08 +01:00
Monster Iestyn
4eb2ccfae9
fix the multiplayer menu not allowing the full max length for player names unlike the "name" console command
2018-06-26 17:46:04 +01:00
Steel Titanium
492eeb7009
Deallocate when I_Quit() is called instead.
2018-06-23 15:09:11 -04:00
Steel Titanium
78d4f90747
Remove free() call from the function
2018-06-23 14:39:26 -04:00
Monster Iestyn
609cc16b1e
Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
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Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
2018-06-23 18:47:32 +01:00
Monster Iestyn
62dcc48631
Merge branch 'precipmobj-fix' into 'master'
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Add sprite2 to precipmobj_t
See merge request STJr/SRB2Internal!150
2018-06-20 08:25:40 -04:00
MascaraSnake
4993add019
Added sprite2 to precipmobj_t
2018-06-20 14:04:49 +02:00
toaster
4c3be6a577
Rework software coronas a bit, apply them to the flame and flame holder too, and spawn them only if MTF_EXTRA is given.
2018-06-19 23:16:49 +01:00
toaster
af3c0bc8e4
* Fix nextstate, radius, and painchance of fire torch decoration.
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* Fix waving flag object type's... flags. *womp womp*
2018-06-19 21:58:49 +01:00
toaster
e22f158453
Some cvar fudging.
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* Turn off mlook and mousemove by default, as requested by Prime/Mystic.
* Change all the analog cvar names (and hide them from the help function so they aren't so easily rediscovered) to invalidate 2.1-era copies of config.cfg, given I've seen a common sentiment is that they won't try the new controls at all and will just copy their old ones across, and I'd like to sabotage the deprecated feature.
2018-06-18 17:39:34 +01:00
toaster
95ba75629a
Major refinement of Add-ons menu!
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* Kill addonsresponselimit, which was a hacky solution to a stupid problem. Instead...
* Allocate and consistently handle memory to store the name of an added file so we can reference it directly.
* Replace the choice between ./ and a custom folder with the full, standard assortment of Default (usehome ? SRB2HOME : SRB2PATH), HOME (SRB2HOME), SRB2 (SRB2PATH) or Custom (cv_addons_folder.string).
* Make these render as the name plus folder, since you can't go UP... from the top level.
* Make the path seperators consistently system-based re PATHSEP. (Quite frankly, I'm surprised it even worked in the first place...)
2018-06-18 16:55:34 +01:00
toaster
06e9b320d5
Not necessary on-topic devwork, but using global variables I developed in internal to make there less code repetition/iteration in the WAD limit checks.
2018-06-18 12:49:06 +01:00
toaster
ac727d5772
Improve the tempname position-keeping behaviour significantly, hammering out a potential crash bug too.
2018-06-18 11:22:57 +01:00
toaster
320959255e
Revamp of addons menu search!
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* Instead of iterating through the folder every time you change the search query by one letter, iterate through the "coredirmenu" (the game's interpretation of the folder) instead. MUCH, much less likely to lag to fuck and back.
* Hide a bit of complexity in filesrch.c instead of having the entire thing exposed to mess with. For example, closefilemenu() instead of manually freeing the struct each time.
* Refactor some stuff.
2018-06-17 18:45:03 +01:00
Steel Titanium
68037d15a3
Update copyright
2018-06-17 00:09:35 -04:00
Steel Titanium
8c40c84bd8
Fix M_FindResponseFile returning garbage data
2018-06-16 23:44:28 -04:00
toaster
0ce1e60519
Correct some minor deficiencies in the hold-for-retry system in record attack.
2018-06-15 21:42:36 +01:00
toaster
4d551e8845
Minor modifications to the intro text.
2018-06-14 22:23:55 +01:00
toaster
b565e537a8
* Make the OpenGL loading screen work with the fades better.
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* Make the closed captions not mess with fades, and improve their movement calculation.
2018-06-14 22:23:20 +01:00
Monster Iestyn
71d2280020
Added linedef 447 as the change colormap linedef exec special.
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IMPORTANT NOTE: UNTESTED
2018-06-14 21:51:21 +01:00
Monster Iestyn
18aa5bda18
Merge branch 'master' into leveltitle-tinkering
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# Conflicts:
# src/hu_stuff.h
# src/st_stuff.c
2018-06-14 21:26:44 +01:00
toaster
de91c0e846
* Level title movement begins before the fade in!
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* https://cdn.discordapp.com/attachments/400761370800422922/456833651645349888/srb20051.gif
* Fix some wipe bugs.
* Solved that thing where there was no fade between two back-to-back cutscenes.
* Fixed there being no effective wipe between the end of the vanilla intro cutscene and the title screen.
* Smoothed out the behaviour of titlemap fades to prevent conflicts.
* [COMPLETELY UNRELATED] Kill the pause graphic and replace with a blue box with text in it, like what happens when the window loses focus. Much harder to miss.
2018-06-14 20:17:31 +01:00
toaster
bdee4dd694
Improve retrying text presentation.
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* Now reads "HOLD TO RETRY...".
* Behind the white flash.
* Shows on button tap for about half a second.
2018-06-14 14:41:14 +01:00
toaster
f080921305
* Hold the pause button to restart a record attack run!
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* Obligatory GIF: https://cdn.discordapp.com/attachments/400761370800422922/456586705424875520/srb20047.gif
* Show powerup display in singleplayer even while holding Game Status button.
2018-06-14 00:58:28 +01:00
toaster
d655359544
Fixing dehacked.c consistency.
2018-06-13 18:10:32 +01:00
toaster
25ac5a9bf4
* Record attack tab-HUD tweaks.
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* Do not subtract a life when retrying if you have infinite lives.
2018-06-13 17:52:23 +01:00
toaster
05afb28b57
Fix the starposts not being cleared properly.
2018-06-12 02:26:42 +01:00
toaster
653d6112e8
Fix all the Floral Fieldsing pv2 discovered.
2018-06-12 01:08:03 +01:00
toaster
fa82bb11db
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-12 00:57:21 +01:00
Monster Iestyn
d98a95b4b0
Do the usual hack for loading a lump from a map WAD in a pk3, but this time for P_LoadThingsOnly
2018-06-11 20:23:00 +01:00
Monster Iestyn
837ad5bcb1
Merge branch 'public_flatsprite'
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# Conflicts:
# src/hardware/hw_main.c
# src/r_things.c
2018-06-11 19:53:16 +01:00
Monster Iestyn
f92a8c7f1e
Merge branch 'public_flatsprite' into 'public_flatsprite'
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OpenGL: Paper Sprites: The Thousands of Bugs
See merge request STJr/SRB2!253
2018-06-11 14:46:51 -04:00
Sryder
34aa7df43a
Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
2018-06-11 19:40:35 +01:00
Monster Iestyn
358a47967b
backport fix to L/R sprite loading code from internal
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basically we don't want L/R sprites to always be flipped, for obvious reasons
2018-06-11 19:36:47 +01:00
toaster
db1992a429
Remove unpopular exitlevel limitation.
2018-06-10 20:02:34 +01:00
Sryder
ca4da92470
Fix papersprites more for real this time
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(Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey)
2018-06-09 22:58:03 +01:00
toaster
7355c1482b
At FF and Sphere's suggestion, make the ring hoops work natively in normal stages and require more replacing for special stage conversion purposes.
2018-06-09 21:42:37 +01:00
toaster
35188076ba
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-09 21:18:17 +01:00
Monster Iestyn
b2caed8528
Merge branch 'public_flatsprite'
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# Conflicts:
# src/dehacked.c
# src/hardware/hw_main.c
# src/p_enemy.c
# src/p_inter.c
# src/p_map.c
# src/p_mobj.c
# src/p_mobj.h
# src/p_pspr.h
# src/p_user.c
# src/r_defs.h
# src/r_things.c
# src/r_things.h
2018-06-09 21:14:41 +01:00
toaster
fe750464ae
Restore music upon successful completion of old-style special stage
2018-06-09 21:12:56 +01:00
toaster
c85e97a05d
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
2018-06-09 19:36:48 +01:00
Monster Iestyn
105eee7e0a
Merge branch 'public_next'
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# Conflicts:
# src/d_main.c
# src/d_netfil.c
# src/p_setup.c
2018-06-09 19:35:36 +01:00
Monster Iestyn
241ec4123b
Merge branch 'public_flatsprite' into 'public_flatsprite'
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OpenGL: Public flatsprite: The Fixening
See merge request STJr/SRB2!252
2018-06-09 14:25:52 -04:00
toaster
6203a867f6
Disable bumper score icon in NiGHTS to match enemies.
2018-06-09 19:22:28 +01:00
Sryder
41cb51159d
Merge branch 'next' into public_flatsprite
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I also fix papersprites in regards to flipping on one sprite fits all rotation stuff
# Conflicts:
# src/hardware/hw_main.c
2018-06-09 18:47:42 +01:00
toaster
5260d3f4e1
* Made P_LevelInitStuff's stuff clearer.
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* Changed a caption I'd meant to modify earlier in the branch's lifespan.
2018-06-09 18:20:59 +01:00
toaster
66c8ab422b
* (probably) fix crash with followmobj not being properly invalidated on mapload
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* clean up P_LevelInitStuff
* [unrelated] make the bot use directionchar if you are (i only realised it wasn't as a consequence of testing this)
2018-06-09 18:06:14 +01:00
toaster
16195d12db
Kart Krew discovered a crash, and I was already fiddling around with this, so...
2018-06-08 22:30:38 +01:00
toaster
0ebff3820b
My little experiments with super transformation animation! (Requires new player.dta.)
2018-06-08 21:11:59 +01:00