Commit graph

496 commits

Author SHA1 Message Date
Louis-Antoine
6d703add73 Cleanup chat code a little 2020-01-15 15:48:03 +01:00
James R
7daf24fcb8 Merge remote-tracking branch 'origin/master' into next 2020-01-12 14:17:52 -08:00
LJ Sonic
fd18f1cb7f Merge branch 'fix-node-player-mixups' into 'master'
Fix node player mixups

See merge request STJr/SRB2!684
2020-01-12 15:57:20 -05:00
Louis-Antoine
82876c2eff Replace all instances of XD_KICK with a SendKick function 2020-01-12 19:43:04 +01:00
James R
c3192040a1 Give chat word jumping 2020-01-08 12:58:34 -08:00
fickleheart
067b132eb1 Merge remote-tracking branch 'origin/next' into next-newcontrols 2020-01-04 09:57:09 -06:00
fickleheart
ce0c42a767 Merge branch 'newcontrols' into next-newcontrols 2020-01-04 09:56:24 -06:00
fickleheart
992ead1c85 Merge remote-tracking branch 'origin/master' into newcontrols 2020-01-04 09:35:12 -06:00
Alam Ed Arias
caa7f52f7f Merge branch 'master' into next 2020-01-03 14:56:37 -05:00
Louis-Antoine
61a681ed02 Grab mouse again when closing menu, unpausing, etc 2020-01-02 00:45:28 +01:00
fickleheart
77ba835f4f Merge branch 'next' into next-newcontrols
# Conflicts:
#	src/g_game.c
#	src/p_setup.c
2019-12-31 12:58:36 -06:00
Jaime Passos
585db9fe2d Merge remote-tracking branch 'origin/next' into respawndelaygametyperule 2019-12-30 18:39:31 -03:00
James R
67ca512120 Merge remote-tracking branch 'origin/master' into next 2019-12-30 13:16:53 -08:00
fickleheart
758bb8f3ae Update playstyle menu handling to use analog/directionchar combo 2019-12-30 15:15:37 -06:00
Jaime Passos
ff80c4ef4d Preparing for the inevitable gametype rule that will handle cooplives... 2019-12-27 17:08:20 -03:00
Jaime Passos
24f546d992 Fix timelimit/pointlimit checks in HU_DrawRankings, organise rules in gametypedefaultrules a bit 2019-12-18 22:23:30 -03:00
Jaime Passos
156d5fd37f Custom gametype rankings 2019-12-18 22:02:37 -03:00
Jaime Passos
dcc8cdc143 Ringslinger tweaks 2019-12-18 19:26:45 -03:00
Jaime Passos
b6b98cd464 Rankings tweaks 2019-12-18 12:36:02 -03:00
Jaime Passos
30be9e29e5 NUMGAMETYPES vs gametypecount 2019-12-18 12:30:01 -03:00
Jaime Passos
789e881abc GTR_TEAMFLAGS 2019-12-18 11:43:50 -03:00
fickleheart
4cc0bb4746 Add boss target assist and finally organize camera options 2019-12-12 00:48:15 -06:00
fickleheart
0ab83319a5 Move Z-targeting behavior to Center View 2019-12-11 21:09:23 -06:00
Jaime Passos
6976b9bf01 Merge remote-tracking branch 'origin/master' into renderswitch 2019-12-10 23:01:10 -03:00
fickleheart
d88bc63ee8 Draw crosshair in Simple mode while holding cam reset
I think this gives extra indication that abilities face toward
the camera now.
2019-12-09 22:12:19 -06:00
Steel Titanium
a5cdb0a4b3 Update copyright date on source files 2019-12-06 13:49:42 -05:00
MascaraSnake
abdfc2d237 Merge branch 'exit-move-lj' into 'master'
Post-exit movement

See merge request STJr/SRB2Internal!486
2019-11-18 15:10:15 -05:00
James R
a8a6add1fc Shift ping display in scores HUD up, so it aligns with the bottom of player name 2019-11-17 18:53:17 -08:00
James R
51a2b76970 Snapping for showping, so it doesn't jump way up on non-green 2019-11-17 18:52:05 -08:00
Steel Titanium
b1f39e836d Better ping implementation. 2019-11-17 20:22:47 -05:00
Louis-Antoine
1ef50d8813 Show the exit icon for finished players 2019-11-17 23:44:48 +01:00
James R
1c2eb88163 Don't confuse node with player in commands
(cherry picked from commit 17bdf39dc8372ed9c6c31fa8d00eba03396a55bf)
2019-11-15 16:07:15 -08:00
Jaime Passos
845b82668b Merge remote-tracking branch 'origin/master' into renderswitch 2019-11-12 20:25:40 -03:00
TehRealSalt
be74c5217e Merge branch 'master' into new-menus 2019-10-27 15:50:40 -04:00
James
83c4017993 Another round of small color tweaks 2019-10-21 08:35:17 -04:00
James
d306df81c8 Merge branch 'master' into new-menus 2019-10-19 19:56:34 -04:00
TehRealSalt
c963a49542 Try fixing Auto causing desyncs
- Move K_SetPowerLevelScrambles to G_DoCompleted
- Fix wrong gamespeed being displayed in strings
- Add defines for kartspeed values
- Disable Easy scrambles again
- Corrupt gamedata if pwrlv is in invalid range (gets corrected in-game, and doesn't really matter to anyone who knows what you're doing, but it'll stop at least the most basic script kiddie)

Replay menu will still display wrong speed name, but it's fine in the replay itself.
2019-10-17 23:43:06 -04:00
TehRealSalt
64a3d133b4 Cleanup & bug-fixin 2019-10-15 20:56:28 -04:00
Steel Titanium
61ada17da1 Basic outline color support.
This is a huge hack as it requires another font set, with each character's offset manually being set using SLADE.
2019-10-10 02:00:52 -04:00
Steel Titanium
43cd0e5dd0 WIP: New character select name font 2019-10-09 00:28:01 -04:00
TehRealSalt
67e63442da Start on Cup/Level selects 2019-10-04 00:18:34 -04:00
TehRealSalt
706c6be627 Wrong var name 2019-10-03 11:37:58 -04:00
TehRealSalt
d10e4aebac Fix a few messups due to the merged cvars 2019-10-03 11:22:58 -04:00
TehRealSalt
dae7dd003a More complete character select 2019-10-02 19:13:56 -04:00
TehRealSalt
ca83b06d93 Fuckhuge restructuring
- m_menu.c and m_menu.h are dead. Everything has now been moved to k_menudef.c, k_menufunc.c, k_menudraw.c, and k_menu.h.
- Expanded menu_t and menuitem_t to add transitions and tooltips
- Early character select screen
- Removed almost all menu definitions, I'll be reimporting them as they are needed
2019-10-02 11:31:11 -04:00
Jaime Passos
398b320aec initial stuff 2019-09-08 18:27:35 -03:00
TehRealSalt
f188c290e5 Start on new menus 2019-08-09 04:25:22 -04:00
toaster
74c32c1b2b A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
James R
14235ecb74 Really just the scores HUD 2019-07-17 13:41:43 -07:00
James R
1b74665259 Just don't draw song credit 2019-07-17 13:38:38 -07:00