Commit graph

6815 commits

Author SHA1 Message Date
James R
f335519007 Remove a printf 2019-08-17 10:33:33 -07:00
James R
f69983c010 Kart discrepancies 2019-08-17 10:33:14 -07:00
Monster Iestyn
361332b888 Update MD5 for patch.dta 2019-08-17 18:15:23 +01:00
Monster Iestyn
fcc2a8014c Disable the level end music fade code for now, because we discovered it causes freezes sometimes. 2019-08-16 23:19:43 +01:00
Monster Iestyn
a20079e410 Update version to 2.1.25 2019-08-16 20:14:01 +01:00
Monster Iestyn
8106370fe7 Merge branch 'polyobj-crush-fix-mi' into 'next'
PolyObject crush hotfix

See merge request STJr/SRB2!506
2019-08-16 12:04:56 -04:00
Monster Iestyn
f993d74e63 Use P_MobjInsidePolyobj instead of P_MobjTouchingPolyobj, so that you can be crushed by the polyobject's middle rather than just its edges 2019-08-16 14:54:01 +01:00
Monster Iestyn
41dec6e220 Merge branch 'polyobj-fixes-backport' into 'next'
PolyObject fixes backport

See merge request STJr/SRB2!505
2019-08-15 13:51:46 -04:00
Monster Iestyn
bd0bd153a7 Make the various carry types' handling code into a switch case 2019-08-15 18:02:30 +01:00
Monster Iestyn
ace2e890c0 split MT_TAILSOVERLAY handling code into a function of its own, since there's so much of it
# Conflicts:
#	src/p_user.c
2019-08-15 18:02:22 +01:00
Monster Iestyn
9d19883646 After looking at the FOF part of P_LineOpening for a while I now realise many of these variables aren't even necessary, so I removed them all.
(Naturally I did the same to the camera equivalent)

# Conflicts:
#	src/p_maputl.c
2019-08-15 14:30:10 +01:00
Monster Iestyn
c1ff9f8c64 Edit a lot of the rest of the polyobject-related code in P_LineOpening to make more sense and be more optimised.
* If you collide with a line belonging to a polyobject, you should NEVER have to care about any FOFs that might be present in either sector of the linedef. This could lead to colliding with ghostly FOFs that aren't actually there or something dumb, if someone decided to give either of the polyobject's control sectors FOFs for some reason. We don't want that, obviously.
* Polyobjects without POF_CLIPPLANE apparently are supposed to have a top and bottom "physical" height of value INT32_MAX and _MIN respectively, according to P_CheckPosition ...let's be consistent with this.
* Finally, there is no more need for that back = front nonsense hack anymore with my changes made.

# Conflicts:
#	src/p_maputl.c
2019-08-15 14:28:06 +01:00
Monster Iestyn
4d3057ff7a P_LineOpening: set int32 max/min as defaults for opentop, openbottom etc if a linedef you touched belongs to a polyobjetc. the only thing that really matters in this scenario is the polyobject itself after all!
# Conflicts:
#	src/p_maputl.c
2019-08-15 14:25:02 +01:00
Monster Iestyn
845b657ac1 Remove commented out P_CheckSector calls and add extra comments explaining the situation 2019-08-15 14:21:19 +01:00
Monster Iestyn
925c9dc5d8 Modify P_CheckSector with a modified version of Sal's attempted proper fix for polyobjects crushing, so that we only need to check the polyobject's control sector directly in the waypoints code.
This time I've definitely fixed that teleport to ground issue I'm pretty sure, I don't get it in my tests at least.
2019-08-15 14:20:52 +01:00
Steel Titanium
6b16560832 Merge branch 'master' into newmenus 2019-08-14 22:51:06 -04:00
toaster
3b8f176720 Tweak the Metal Sonic death explosion sequence. It's longer than all the others before the egg capsule comes up, but so is Mecha Sonic in s3k, so it fits.
(Not uploading an exe for this miniscule change. If you want to play with this, get it in Master. :P )
2019-08-14 10:22:14 +01:00
toaster
cf94cce073 Use the softer explosion sound from s3k to go with the increased quantity of explosions. 2019-08-13 20:24:46 +01:00
toaster
6f63c2c499 Fix P_PlayerCanDamage for CA_FLY and CA_BOUNCE to be less lenient in causing damage, by making them based off the top and bottom of the player object respectively rather than its vertical center. 2019-08-13 20:11:44 +01:00
toaster
9aaee61dce Tweak the ACZ3 fight a little, animationwise, since every other non-Brak boss got an upgrade to its death anim in this branch.
Also make its bomb throw anim use all the new sprites.
2019-08-13 19:41:04 +01:00
Monster Iestyn
febbe1425f Fixed TC_RAINBOW so it doesn't accept invalid colors, whoopsies 2019-08-12 19:06:18 +01:00
toaster
d8f4a1b7a1 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into gfz_boss_rework 2019-08-12 18:50:42 +01:00
toaster
1d17cd4566 Tweak the animation speed of the fleeing eggmobiles' sweatdrops. 2019-08-12 18:50:23 +01:00
toaster
5bea9770a4 Fix an issue with painstate-exiting detection in the boss1 thinker. 2019-08-12 18:49:58 +01:00
Monster Iestyn
79acd0ff10 Initialise player_names[] in D_RegisterClientCommands such that we don't need to have to manually update it if MAXPLAYERS ever changed 2019-08-12 15:18:36 +01:00
Monster Iestyn
9efe0e2423 Added switch cases to skin color related functions in r_draw.c, added extra error checking 2019-08-12 15:02:36 +01:00
Monster Iestyn
aaa3467faa Turn Color_Opposite into a 2D array to simplify usage somewhat. Also fix ColorOpposite for Lua 2019-08-12 14:00:26 +01:00
toaster
69eb202110 Since I had to do a clean build to get this up to date (the state list was updated), I decided to redo all the boss explosion animations to be way more aesthetically pleasing.
Basically, think "Sonic 3". https://cdn.discordapp.com/attachments/371082353990303745/610233312765673493/srb20047.gif
2019-08-12 00:34:42 +01:00
Monster Iestyn
fac04cf853 tweak the defaults for titlescrollxspeed and numDemos 2019-08-11 22:28:32 +01:00
Monster Iestyn
33277fbbd3 Fix uninitialised variable error toaster found in P_MinecartThink 2019-08-11 22:14:50 +01:00
toaster
37ee6833d6 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into gfz_boss_rework 2019-08-11 21:17:13 +01:00
Monster Iestyn
400cc8124a Disable patch.dta at Rob's request, since we don't really use it anymore 2019-08-11 20:24:14 +01:00
toaster
0fa49e09c8 Fix Rob's Knuckles issue. 2019-08-11 19:37:15 +01:00
toaster
f3eb35bb6d Did some testing, needed to fix one more issue with moving surfaces and spinning. 2019-08-11 14:36:52 +01:00
toaster
a98bbafbc3 Fix all our landing woes. (For now.)
* Player state upon collision with ground after rolling now sets state properly.
* Fix the thing where Knuckles can glide up a slope like it's nothing WHILE keeping things working for bouncers.
2019-08-10 16:06:59 +01:00
Monster Iestyn
d52a0365da Merge branch 'polyobj-collide-fix' into 'master'
Polyobject collide fix

See merge request STJr/SRB2Internal!288
2019-08-09 14:30:44 -04:00
Alam Ed Arias
06b339f6ae curbgname need one more byte to hold the NULL 2019-08-08 23:46:08 -04:00
Alam Ed Arias
01020ae65f Merge branch 'public_next' into private 2019-08-08 23:41:19 -04:00
Alam Ed Arias
1ae3ad733b Merge branch 'master' into next 2019-08-08 23:18:31 -04:00
Alam Ed Arias
cb5b7a5555 Appveyor: other way around, the Mingw32 is at 9.1 2019-08-08 23:05:24 -04:00
Alam Ed Arias
4d1c2b4de0 Appveyor: the Mingw64 is 9.1, the Mingw32 is still 7.3 2019-08-08 23:02:03 -04:00
Alam Ed Arias
abe1d9809f Disable address-of-packed-member warning 2019-08-08 22:47:33 -04:00
Alam Ed Arias
5b692acc6c Makefile: GCC80 does not exist 2019-08-08 22:34:09 -04:00
Alam Ed Arias
64159d55cf Revert "Try to compile with AppVeyor's GCC 9.1.0"
This reverts commit 9fc6c3b136.
2019-08-08 22:31:18 -04:00
Alam Ed Arias
9fc6c3b136 Try to compile with AppVeyor's GCC 9.1.0 2019-08-08 22:19:22 -04:00
Alam Ed Arias
5c0912bab1 Tested to be compile with Mingw64 9.1.0 2019-08-08 21:25:46 -04:00
Alam Ed Arias
e2927ffe2c Makefile: support GCC 9.1 2019-08-08 20:27:57 -04:00
Alam Ed Arias
2c7fbe2087 Makefile: stop building with DWARF v2 debugging info 2019-08-08 18:43:42 -04:00
Monster Iestyn
816d67c9ff After looking at the FOF part of P_LineOpening for a while I now realise many of these variables aren't even necessary, so I removed them all.
(Naturally I did the same to the camera equivalent)
2019-08-08 23:04:47 +01:00
Monster Iestyn
d9a78308fe Edit a lot of the rest of the polyobject-related code in P_LineOpening to make more sense and be more optimised.
* If you collide with a line belonging to a polyobject, you should NEVER have to care about any FOFs that might be present in either sector of the linedef. This could lead to colliding with ghostly FOFs that aren't actually there or something dumb, if someone decided to give either of the polyobject's control sectors FOFs for some reason. We don't want that, obviously.
* Polyobjects without POF_CLIPPLANE apparently are supposed to have a top and bottom "physical" height of value INT32_MAX and _MIN respectively, according to P_CheckPosition ...let's be consistent with this.
* Finally, there is no more need for that back = front nonsense hack anymore with my changes made.
2019-08-08 16:37:09 +01:00