Commit graph

2185 commits

Author SHA1 Message Date
James R
2a74ee07f1 Update underwater physics
- Reduce steering effect and remove increased friction.
- Strafe into turns and tilt the inside wheels up.
2021-12-05 20:12:48 -08:00
Sally Coolatta
7d0597d864 Merge branch 'master' into profiles 2021-12-04 15:46:28 -05:00
Sally Coolatta
83444ce5d5 Interpolate angle & nametags 2021-12-01 16:50:17 -05:00
toaster
2ca195961b Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into fix-followers 2021-11-30 13:43:10 +00:00
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
Sally Coolatta
a52dc0f845 Copy interpolation data to afterimages 2021-11-29 20:47:28 -05:00
Sally Coolatta
3d2ad0b95e Fix water trails not interpolating properly 2021-11-29 17:59:15 -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
Sally Coolatta
cd8862f0bc New input handling
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)

This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.

Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
2021-11-26 14:56:25 -05:00
James R
8109bc8e61 Merge branch 'fast-snake' into 'master'
Quick reptile

See merge request KartKrew/Kart!451
2021-11-22 07:30:33 +00:00
James R
239e91c439 Do not tilt while respawning; speed up camera (snappier) 2021-11-21 22:20:04 -08:00
toaster
6ad177cb42 Gainax eyesparkle (surprisingly, not a name for a pony...)
* Hold lookback to create a tiny twinkle in your eye.
* If an opponent is behind you, that sparkle is pretty big and plays a cool animation.
* If an opponent is behind you and you have an item, initiate the Chengi Gleam.
* These sparkles are only visible for every player except you. (Currently even with hyuu ghostliness)
2021-11-21 21:39:43 +00:00
SinnamonLat
647dfd98fb forgot to change something back 2021-09-02 13:40:57 +02:00
SinnamonLat
f96f7c6ba3 Fix follower colours 'Match' and 'Opposite' not working 2021-09-02 13:34:17 +02:00
SinnamonLat
caf1ed37ac fix janky follower movements due to lag type being changed from int32 to uint32 in the struct 2021-09-02 08:17:43 +02:00
Sally Coolatta
4eee8ab1d7 Fix tilting in splitscreen
R_GetPitchRollAngle used R_PointToAngle. This was fine because it was meant for rendering code. However tilting does its code mostly in player thinker, and it also uses this function, so it was not fine -- it would have some remainder tilt settings from the last player's screen.
2021-06-12 02:15:00 -04:00
SteelT
b3cee8b8fc Merge branch 'master' into trick-panels-changes 2021-06-10 23:45:35 -04:00
Latapostrophe
29e11a0378 changes to the delay, boost when doing upwards trick 2021-04-22 15:11:15 +02:00
Sally Coolatta
48c8843feb Merge branch 'master' into stair-janking 2021-04-21 21:44:23 -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
James R
786dec30ad Tweak stair janking physics a bit
- Fuck up turning for half the duration of the animation.
- Treat drift the same as turning (just ignore it).
2021-04-11 02:09:26 -07:00
James R
50c198cc0f Fuck up turning even more
- Lose control of turning for 2 tics instead of 1.
- Drift angle is also increased (less inward).
2021-04-10 04:22:44 -07:00
James R
2b173f1ec0 Rumble the jart when stepping on staircases
- Sprite tilts back and forth 5.625 degrees, two tics each
  side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
  during those 17 tics.
2021-04-10 03:22:23 -07:00
Sal
22c3dae600 Merge branch 'invinc-changes' into 'master'
Invincibility changes

See merge request KartKrew/Kart!412
2021-04-07 02:46:32 -04:00
Sally Coolatta
05915e641c Merge branch 'master' into turn-mom 2021-04-07 01:25:34 -04:00
SteelT
3545836ea1 Merge branch 'master' into invinc-changes 2021-04-07 01:20:12 -04:00
James R
7e74a1d823 Cap camera tilt at 45 degrees; remove excess airborne easing 2021-04-06 21:53:14 -07:00
James R
5660cac3ad Stronger tilt on sliptiding + turn to face the camera
Oni's Sick Nasty
2021-04-06 20:45:47 -07:00
James R
9dcce02e5e Don't add tumble/sliptide rollangle to camera tilt 2021-04-06 20:43:31 -07:00
SteelT
fc8bd429f3 Merge branch 'master' into invinc-changes
Also made changes to sparkles, invincibility speedlines now replaces the sparkles if boosting.
2021-04-06 22:40:02 -04:00
James R
0818be1b8a Tilt camera less quickly with more air time 2021-04-06 19:16:48 -07:00
James R
46ba47785d Ease camera tilting quickly toward a steep angle, slowly toward a shallow angle 2021-04-06 17:52:03 -07:00
James R
bdc4b50de2 Let viewrollangle be independent of camera tilting 2021-04-06 16:25:25 -07:00
James R
f313eece7e Use pitch/roll for camera tilting 2021-04-06 16:25:25 -07:00
James R
696e405038 Lift the wheels of your jart a little when sliptiding 2021-04-06 16:25:25 -07:00
James R
c74e02d9dc Tweak camera tilting
- Grow divisor with delta. Reduce divisor base from 32 to
  17. This makes small changes in tilt snappier, while
  larger ones ease in.
- Added tilting during quakes is subtler.
2021-04-06 16:25:25 -07:00
Sally Coolatta
72dc88c043 Attempt at a non-controller dependent compromise for turn easing
Values are subject to tweaking.

(AngleDelta stuff is a leftover of the previous attempt, but I think the code's useful so I kept it in this commit anyway)
2021-04-05 23:52:56 -04:00
Sally Coolatta
8bb1fa57d4 Merge branch 'master' into 22-merge-again 2021-04-05 01:11:26 -04:00
Sally Coolatta
a7156c80a7 Freeze tilt when exiting 2021-04-05 01:08:39 -04:00
James R
04b6911e21 Merge branch 'sloped-camera' into 22-merge-again 2021-04-01 20:55:22 -07:00
SteelT
24fbdd70dd Revert "Fix bug with sparkles not being removed properly"
This reverts commit cf32ebb490.
2021-03-31 22:01:33 -04:00
SteelT
cf32ebb490 Fix bug with sparkles not being removed properly 2021-03-31 21:10:14 -04:00
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
SteelT
106afa9ace Make spawning look less squished 2021-03-29 00:15:52 -04:00
SteelT
ffc5469e9f Minor invincibility speedlines tweaks 2021-03-28 22:35:08 -04:00
SteelT
4f7aafe654 Fancy invincibility speed lines 2021-03-28 22:05:18 -04:00
toaster
45c0e48e16 Resolve #147 by making players not have flashingtics if they spawn before the end of the intro. 2021-03-29 00:03:33 +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
7dca95da14 Fix scroller merge 2021-02-28 23:01:46 -05:00