Commit graph

287 commits

Author SHA1 Message Date
Monster Iestyn
adc9d3b1ec "t" is not needed to take out fencepost cases from viewangletox 2018-10-11 20:00:05 +01:00
Monster Iestyn
6fb3dcb52f Remove unused sscount variable
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2018-10-11 19:59:26 +01:00
TehRealSalt
37b5a9327c Merge branch 'master' into net-screen 2018-10-05 16:13:25 -04:00
toaster
b5e090f0df Correct some inconsistencies I missed in the previous commit. 2018-10-01 13:51:23 +01:00
toaster
2cce9a0fcb Allow respawning spectators before starttime is up because they no longer spawn in a condition that allows them to get an unfair advantage (drop dash or its ghetto 2.0-esque predecessor)
Also, some camera tweaks:
* Force chasecam when exiting, just like it's forced when you're dead and not a spectator.
* Force a horizontal camera angle aiming when spectator and dead, to avoid skybox bugs.
2018-10-01 13:25:13 +01:00
TehRealSalt
3dfc5753f5 Online splitscreen
It WORKS, including kicking players in splitscreen
2018-09-30 00:51:03 -04:00
toaster
379dbaa92c Here's my progress on making demoplayback camera less shit. I know what probably needs to be done to make it thorough is to replace all the consoleplayer stuff with displayplayer stuff in demoplayback, but don't feel like doing that right now. 2018-09-23 19:55:46 +01:00
mazmazz
2cac83d5e9 Initialize extra_colormaps to NULL on program start 2018-09-11 13:31:09 -04:00
mazmazz
0344ca70ba Compiler fixes 2018-09-10 16:28:39 -04:00
Monster Iestyn
82e46d101c Merge branch 'public_next'
# Conflicts:
#	src/r_main.c
2018-09-04 15:53:07 +01:00
Monster Iestyn
7fc4d864a8 Fix HOM removal not working properly for non-green resolutions 2018-08-31 17:14:44 +01:00
Monster Iestyn
04b4e1d93b Fix glitches with flats visible when looking up/down in 1st person 2018-08-18 23:31:20 +01:00
TehRealSalt
997c1bebe1 Merge branch 'master' into sonicitems 2018-07-08 17:51:44 -04:00
TehRealSalt
9f08890866 The remaining errors on a GCC 6.3 setup 2018-07-07 16:38:54 -04:00
toaster
a7b631701c * Completely revamp a bunch of menu stuff!
* Improve control menus significantly - a more layout-neutral, gameplay importance based order, with spacing, and less depth to get to the important stuff.
	* Port over the improved MP main menu from internal, including flattening the IP connect onto its level.
	* Allow for selecting the number of splitscreen players using a menu option, rather than three seperate menu choices.
	* Improve the layout of all of the level/gametype select menus slightly.
* (unrelated) Make fourth player area in 3p splitscreen use the tiling background instead of a pure black area.
* (unrelated) Tweak minimap ordering slightly.
2018-06-30 16:01:03 +01:00
SeventhSentinel
4ede9d2edd ssplayer -> viewnumber 2018-06-27 13:14:22 -04:00
SeventhSentinel
b18406aaa1 Disable viewheight cvar and vanilla's irrelevant first person HUD stuff, move Viewpoint HUD to a nicer spot 2018-06-26 11:33:54 -04:00
TehRealSalt
e9a1dbec82 Better menus 2018-06-14 20:18:29 -04:00
TehRealSalt
118f8f8b2d Flags for only drawing an object on one person's screen, for juicy Boo splitscreen support
(also more item changes from last night that I just forgot to commit earlier)
2018-06-06 18:36:39 -04:00
Sryder
dee6c2b97d Comment out calls to CV_SetValue for cv_analog 2018-03-12 03:18:45 +00:00
TehRealSalt
5ad82554db Draw over the fourth screen *properly*
Thanks Sryder, for suggesting V_NOSCALESTART
2017-12-18 22:17:16 -05:00
TehRealSalt
349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
TehRealSalt
122eb82170 Merge remote-tracking branch 'refs/remotes/origin/battle' into quads
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2017-12-18 01:02:53 -05:00
TehRealSalt
e7abd77299 Merge remote-tracking branch 'origin/quads' into quads
# Conflicts:
#	src/d_main.c
#	src/r_draw.c
2017-12-17 22:32:12 -05:00
TehRealSalt
80f62a057d SUCCESS 2017-12-17 22:27:26 -05:00
Wolfy
0305af3069 Merge branch 'quads' of http://git.magicalgirl.moe/wolfs/Kart into quads
# Conflicts:
#	src/d_main.c
2017-12-17 20:30:37 -06:00
Wolfy
32b9663202 more stuff
nothing too special here
2017-12-17 20:23:11 -06:00
TehRealSalt
66a9a6bdd4 Fixed local sync fail, among a bunch of other splitscreen check fixes in other files
I don't know how many of the changes in d_clisrv were really necessary,
I was just franticly trying to figure out the source of the local sync
fail
2017-12-17 14:17:07 -05:00
TehRealSalt
fc9d426660 More stuuuuff 2017-12-17 01:21:24 -05:00
TehRealSalt
0393e24fa6 A lot lol
The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
2017-12-16 22:32:43 -05:00
Wolfy
fb976ab26c more quad stuff 2017-12-11 00:12:38 -06:00
Alam Ed Arias
7f4424b4a0 whitespace cleanup 2017-11-02 23:13:34 -04:00
TehRealSalt
8a676d8aa4 Added movebob removed viewheight
"movebob" lets you determine the strength of movement bobbing (does not
affect landing delta, that's technically not movement bobbing :p),
values range from 0.0 to 4.0. viewheight is now relative to
player->height.
2017-10-14 16:11:08 -04:00
toasterbabe
dd57e47574 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into titlemap
# Conflicts:
#	src/r_main.c
2017-05-08 23:58:44 +01:00
Monster Iestyn
6c619af9ce Use the skybox mobj's actual z position, rather than using the spawnpoint angle!
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
2017-04-26 17:12:57 +01:00
yellowtd
b68d1ebdb3 titlemap - fix game crash with skybox point
game crash on skybox object use fix
2017-04-18 17:47:20 -04:00
Monster Iestyn
93efb3084e Merge branch 'mi-a-bit-of-cleanup' into 'master'
MI's unimportant code cleanup

Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).

See merge request !71
2017-04-17 14:43:50 -04:00
Monster Iestyn
7629a0710e Make sure quakes are scaled for skyboxes
While I was at it I also refactored most of the skybox view scaling code so it isn't needlessly duplicated
2017-04-15 20:21:54 +01:00
toasterbabe
7aeeb278fe Increased space in pflags (because we were getting VERY close to full capacity), which I will re-organise when this branch is closer to completion.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
2017-03-14 18:11:17 +00:00
Monster Iestyn
a51548abea "t" is not needed to take out fencepost cases from viewangletox 2017-02-11 23:24:12 +00:00
Monster Iestyn
f4e5233c7e Remove unused sscount variable
(it's only set to 0 in software, and only ++'d in OpenGL, what kind of sense does that make?)
2017-02-11 22:41:15 +00:00
Monster Iestyn
3d07915be2 Merge branch 'vada_flickies' into 'master'
Hardcoded VAda Flickies

Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P

* Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier.
* Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to:
    * A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now)
    * Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST")
    * A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken")
    * "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game)
    * "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history.
    * "None" - prevents any flickies from spawning.

"Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all.

Of note, a bunch of functions are now created:
* A_FlickySpawn - spawns flicky.
* A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall
* A_FlickyFly -  flies/swims around target (calls A_FlickyAim)
* A_FlickySoar - hacky alternate fly (calls A_FlickyAim)
* A_FlickyCoast - slowing down before going off again
* A_FlickyHop - fracunit-scale precision for A_BunnyHop
* A_FlickyFlounder - A_FlickyHop with randomisation
* A_FlickyCheck - State-setter for falling, or being on-ground
* A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target
* A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim)

I don't need to enumerate the object types and states that have been added, do I?

Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate.

IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option.

See merge request !60
2017-01-08 17:36:25 -05:00
Monster Iestyn
12ae6bb22a Merge branch 'public_next'
# Conflicts:
#	src/d_clisrv.c
#	src/r_things.c
2017-01-07 15:03:59 +00:00
Monster Iestyn
be21588761 Merge branch 'master' into next 2017-01-03 16:06:50 +00:00
Monster Iestyn
d5803160dd Remove all traces of SSN's old port of ZDoom's secplanes for slopes, since our slopes do not need them 2017-01-02 19:12:09 +00:00
toasterbabe
3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
Monster Iestyn
cd3895f676 Merge branch 'public_next' 2016-10-29 17:03:38 +01:00
toasterbabe
ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
2016-10-29 11:54:47 -04:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe
be973d6990 expanded comment for future generations 2016-08-13 15:07:40 +01:00