Commit graph

604 commits

Author SHA1 Message Date
Nevur
4aed951bd8 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
# Conflicts:
#	src/r_things.h
#	src/w_wad.h
2017-09-04 22:32:11 +02:00
Nevur
b087c16eb1 Merge branch 'toastfixes' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
# Conflicts:
#	src/p_setup.c
#	src/p_spec.c
2017-09-04 21:13:29 +02:00
toasterbabe
76300026f8 * Added support for sprite2s to MD2s!
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
    - If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
    - Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
2017-08-26 18:56:23 +01:00
toasterbabe
4da6169892 Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
toasterbabe
2e6c09a636 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/hardware/hw_main.c
2017-08-16 21:40:32 +01:00
Monster Iestyn
9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
Monster Iestyn
75d363527b Merge branch 'toastfixes' into 'master'
An assortment of relatively minor bugfixes and behaviour tweaks

See merge request !110
2017-08-16 14:58:30 -04:00
toasterbabe
f6670fea76 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/r_things.h
2017-08-16 19:29:23 +01:00
toasterbabe
06dc30ea54 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
# Conflicts:
#	src/dehacked.c
2017-08-14 21:34:37 +01:00
toasterbabe
6e79de3de8 Patched an out-of-bounds crash with papersprites in the least resource-intensive way I could find (xiscale not fitting perfectly into frac). This will have to do until papersprites get a make-over at some point. 2017-08-11 16:00:45 +01:00
Nevur
4f8d53b329 Got rid of functions I added once but turned out to be unnecessary. 2017-08-11 15:46:46 +02:00
Nevur
8b64a6eef3 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement 2017-08-08 10:41:33 +02:00
toasterbabe
e2a9d47ef6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-08-05 12:28:31 +01:00
toasterbabe
634c560e99 * Who wore it better? https://cdn.discordapp.com/attachments/293238104096112641/338696939774279680/srb20037.png
* Now that Cyan is back, swap out the substitute Teal in the emblems for it.
* P_GetMobjSprite2 is now P_GetSkinSprite2.
* Correct "Siler".
2017-07-23 17:49:19 +01:00
toasterbabe
fe4dcee9ad fix inaccurate SC_FULLBRIGHT declarations 2017-06-26 16:30:23 +01:00
toasterbabe
b2fc2e03ba * Always remove linkdraw vissprites from unsorted drawing chain.
* Make the related I_Error more descriptive and "#define PARANOIA"'d only.
2017-06-26 16:11:50 +01:00
toasterbabe
dda9148e56 Fix issue with precipitation not modifying its mobj reference, resulting in Smiles' tails disappearing in CEZ3.
Also, as a result, safeguard some stuff against referencing stuff that's outside of *precipmobj_t's domain.
2017-06-26 15:53:20 +01:00
toasterbabe
59ea08ee11 * Change the order of operations such that linkdraw sprites aren't ever used for ordering comparisons with non-linkdraw sprites.
* Refactor of the unbundling to not involve modifying the next/prev links.
* Make the booleans in vissprite_t use flags stored in sprite->cut instead.
* Make the linkdrawn sprites much more linked - ie, same brightness (unless independently fullbright), same colormap, and don't draw if the tracer isn't being drawn.
* Other minor corrections.
2017-06-26 14:44:10 +01:00
toasterbabe
93dce12fce Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly.
Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.

Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
2017-06-25 20:46:30 +01:00
Nevur
d5e38c087d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into FileManagement
# Conflicts:
#	src/p_setup.c
2017-06-25 14:51:37 +02:00
toasterbabe
faabca552f Okay, I guess this DID need to be done. (Something from the old nights fixes branch which I didn't port over initially.) 2017-06-04 00:48:32 +01:00
Nevur
16336dbe22 I'm pushing this because I'm having issues. Changes so far:
-Folders aren't loaded as lumps anymore
-Can now load an arbitrary number of TEXTURES lumps in PK3s. Name them textures.gfz, textures.thz, ..., for example.
2017-05-28 21:47:15 +02:00
Nevur
d4c324eb30 PK3 stuff again.
-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!

Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?

Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
2017-05-16 21:10:02 +02:00
Alam Ed Arias
459d8064ee Merge branch 'master' into public_flatsprite 2017-05-12 20:42:55 -04:00
toasterbabe
6eaf936889 Make symbol conversion a #define instead of copypasted code. 2017-05-11 22:09:01 +01:00
toasterbabe
9445455fb1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch 2017-05-11 22:02:12 +01:00
Nevur
8ef6d6fd9e A bit more work on PK3.
-Expanded folder recognition for PK3s. Some resources are still not loaded from them yet.
-Took a glimpse at how maps are loaded, since the flat recognition is rooted somewhere there; did nothing yet about it though.
-Working towards "generalizing" how new resources are handled. Some var and functionality redundancy is still present.
2017-05-06 16:52:53 +02:00
toasterbabe
a625c4f725 Katana dot in hudnames, as desired. 2017-04-29 17:04:13 +01:00
ZTsukei
8dd47ef983 v1.3.08 - The Fat One
--------
Driftboost formula changed to:
49 + player->kartspeed*2;
(No longer factors weight from previous version)
Collision code now factors character weight for players.
Collision code now only plays the collision sound once, rather than per player.
Weight now factors into drifting's base value. A heavier character will drift more straight with no input and have less control.
Added a cheat check in SetPlayerSkinByNum(), to force speed and weight within the boundaries of 1 and 9.
Nerfed orange turbo to 50 frames, down from 60.
2017-04-18 21:04:56 -04:00
toasterbabe
477ada7477 Clarified comments. In case it wasn't clear, P_SKIN now allows field patching (this was unfortunately done in the large merge commit, so easily buried). 2017-04-07 15:59:25 +01:00
toasterbabe
8f9ee2da30 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch
# Conflicts:
#	src/dehacked.c
#	src/p_setup.c
#	src/r_things.c
2017-04-07 15:37:22 +01:00
toasterbabe
61b19aff58 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into directionchar
# Conflicts:
#	src/p_user.c
2017-04-05 16:01:02 +01:00
toasterbabe
0c792ff67a Add missing flag reads. 2017-04-03 16:05:13 +01:00
toasterbabe
53711e9143 Having thought about it for more than two seconds, it definitely is not safe to even consider letting people delete sprite2's. 2017-03-27 16:06:33 +01:00
toasterbabe
b73b38c326 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into skin_patch 2017-03-27 15:57:50 +01:00
toasterbabe
8aaf3ac851 ...copypaste failure 2017-03-19 12:49:29 +00:00
toasterbabe
7c852b575a Inu made some suggestions about the skinnamepadding stuff, so here's the fix. 2017-03-19 12:45:01 +00:00
toasterbabe
98095292d6 Rob wanted hudnames that were less than 5 padded at the front. Whilst I tested it and didn't think it was a good idea, I'm committing the code anyways lest some fool wish to try it in future. 2017-03-18 17:02:34 +00:00
toasterbabe
842c27e78b Let's not use terms like this so plainly, right? 2017-03-18 14:20:42 +00:00
toasterbabe
096921cbbf Added a bit of a fun limitation.
* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise.
* This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins.
* This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything.
* This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
2017-03-18 13:03:29 +00:00
toasterbabe
87ba3411a4 * Fixes forceskin causing desynchronisations, baby! Checks only when attempting to send.
* Makes the forceskin print more consistent with the skin print.

* Disabled the printing of availabilities.
2017-03-18 00:41:40 +00:00
toasterbabe
0060caaf1a Fixed synchronisation of skin changes and forceskin.
There's an outstanding issue - you can set forceskin to whatever you want to as the host. This needs to be fixed, but I'm commiting my successes first.
2017-03-17 23:11:32 +00:00
toasterbabe
60a2e26569 First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary. 2017-03-16 18:57:42 +00:00
toasterbabe
b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
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
731ee115a3 Merge branch 'public_next' 2017-03-13 18:25:26 +00:00
toasterbabe
e20292844d * SPR2_DRL0-C are gone. They're now (FF_SPR2SUPER|SPR2_NGT0-C). This frees up a bunch of badly-used freeslots, considering that you can't be super AND NiGHTS at the same time.
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
2017-03-11 17:14:39 +00:00
toasterbabe
75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
Monster Iestyn
b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
ZTsukei
226e7ead59 DevEXE version 1.1.00: Added some MD5 checks, increased md2 triagle limit, temporarily disabled magnet 2017-02-20 20:08:24 -05:00