Monster Iestyn
c5f51ded32
Merge branch 'horizon_lines' into 'master'
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Horizon lines
Horizon lines for software mode! Place a Linedef type 41 somewhere on a one-sided linedef and it'll do fancy rendering hacks to draw the adjacent floor/ceiling to the "horizon". One small thing to sort out when I remember to do so, but this is good enough for merge already.
See merge request !44
2016-10-07 17:28:25 -04:00
Monster Iestyn
9160c8aeb4
Merge branch 'animate_global' into 'master'
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FF_ANIMATE additions: globally synced animations
FF_GLOBALANIM = makes the animation synced to the level's timer, so all objects will display the same frame at the same time

I mean, doesn't that look so much prettier?
There's also some changes to FF_MIDDLESTARTCHANCE (FF_ANIMATE behavior was split due to not acting consistent between that and SPR2 behavior).
See merge request !46
2016-10-07 17:27:53 -04:00
Nevur
c558900c61
Deleted the Add_WallScroller function entirely from code.
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Removed commented out instance using the function.
2016-10-07 18:56:10 +02:00
Inuyasha
ff4b39bab4
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into nix-srb1
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# Conflicts:
# src/info.c
2016-10-05 18:47:32 -07:00
Inuyasha
482f60e5bc
warning: suggest parentheses around arithmetic in operand of '|'
2016-10-03 00:51:18 -07:00
Inuyasha
0fdfb1a472
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global
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# Conflicts:
# src/p_pspr.h
2016-10-03 00:27:49 -07:00
toasterbabe
5614ff5691
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/p_enemy.c
# src/p_mobj.c
2016-10-02 19:38:53 +01:00
toasterbabe
664cfa2a9d
Disabled MF2_LINKDRAW's ability to work in chains because it required modifying flags2 to prevent infinite loops, and that isn't network safe at all.
2016-10-02 18:17:23 +01:00
toasterbabe
490cf0183a
Fixed some mistaken assumptions I made about the devmode overlay, and replaced "Flags" with "PF" to 1) make it clearer what type of flags they are and 2) use less horiontal space
2016-09-30 21:47:34 +01:00
toasterbabe
d318db3496
Minor offset adjustments.
2016-09-30 21:11:12 +01:00
toasterbabe
eb310cc9c7
On MI's reccomendation, swapped FPS and %d/35's position so that only the description "FPS" moves. http://imgur.com/a/rQogE
2016-09-30 20:44:51 +01:00
toasterbabe
0d3ee9a109
Weapon rings are limited in how fast they can scroll, so I guess it's okay if objectplace is too - and makes it less awkward for people who do just use normal keys for weapon up/down for some reason.
2016-09-30 20:14:23 +01:00
toasterbabe
a2560c5217
Some tweaks to the devmode overlay.
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* Plays nicely with showfps on - see http://imgur.com/a/7GzDM for the various cases.
* Add PF_THOKKED to the flags in devmode DBG_DETAILED (as "TH").
2016-09-30 19:40:30 +01:00
toasterbabe
cad54ee4a9
SERIOUS Objectplace improvement.
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* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
2016-09-30 16:45:50 +01:00
Monster Iestyn
20555c8887
Merge branch 'public_next'
2016-09-30 16:07:26 +01:00
toasterbabe
cdaab7ec9f
* Upped speed of info.c's red and yellow horizontal springs
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* Turn off friction for the one tic after touching a spring
2016-09-30 16:00:34 +01:00
toasterbabe
f6fc99b06d
How did this disappear?
2016-09-30 14:38:56 +01:00
toasterbabe
9cbe7a342a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into horizontal_fix
2016-09-30 14:26:40 +01:00
Inuyasha
64e8c8581e
add missing prototypes
2016-09-30 05:04:08 -07:00
Inuyasha
afb22b968b
FF_GLOBALANIM for synced animations
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and a few other frame flag changes
2016-09-30 03:20:57 -07:00
Inuyasha
074cc9b965
Dehacked, as usual
2016-09-29 19:32:21 -07:00
Inuyasha
ae542e616a
Fixed sprite conflict BS
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Also added the eggman goldbox back
2016-09-29 19:24:05 -07:00
Inuyasha
f1b8bfcfe7
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
# src/p_map.c
2016-09-29 18:08:50 -07:00
Inuyasha
92da141394
Yes, that stupid off-by-one due to spawning objects in the middle of thinkers being run still applies.
2016-09-29 17:27:33 -07:00
Inuyasha
d7aae15a6f
Merge branch 'animated-sky' into 'master'
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Animated sky support
What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.
See merge request !34
2016-09-29 08:34:12 -04:00
toasterbabe
8445a1068e
attempt
2016-09-28 16:31:14 +01:00
toasterbabe
99f60544db
Fixed various issues arising from collision with exclusively horizontal springs. Of note:
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* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.
2016-09-28 16:26:29 +01:00
toasterbabe
c70661186a
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
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# Conflicts:
# src/dehacked.c
# src/p_inter.c
# src/p_pspr.h
2016-09-27 18:11:20 +01:00
toasterbabe
55d8b419e2
MI's last few reccomendations fixed.
2016-09-27 17:51:17 +01:00
toasterbabe
8881a413f3
Fixed that really annoying bug where you disappear when spindashing on top of a FOF whilst wearing a multi-layer shield.
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(the problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this issue sooner.)
2016-09-27 17:17:23 +01:00
toasterbabe
e801c581d3
Fixed off-by-one error with the relationship between FF_ANIMATE's var1/number of frames, FF_MIDDLESTARTCHANCE, and P_RandomKey.
2016-09-27 11:50:48 +01:00
toasterbabe
cf9ea19d11
Tweaked P_SetScale so it allows radii and heights set by Lua (and the skin's radius) to be kept, and tweaked the contents of the last commit to match.
2016-09-27 11:32:34 +01:00
toasterbabe
5f4f6fdac8
Public remake of a merge request I shouldn't have put in Internal in the first place.
2016-09-26 18:35:13 +01:00
toasterbabe
28f5e7d1bc
Did I not commit this fix? Woops.
2016-09-26 12:25:10 +01:00
Inuyasha
1d71dfa5a3
animate icons using FF_ANIMATE
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(this also means they last one second again, and the powerup is given after 1/2 a second, things which were lost when the flip was added)
2016-09-25 20:55:08 -07:00
toasterbabe
be0e898bae
* Skin-controlled radius is no longer set each tic, only on skin change and player spawn.
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* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
2016-09-25 18:21:52 +01:00
toasterbabe
64a9a94604
GETSPEED -> GETFRACBITS completion. woops
2016-09-25 15:23:22 +01:00
toasterbabe
9f69850c05
Basically seriously un-fucked the rope hang and zoom tube code from my experimentations (i just wanted to compare speed and distance and got carried away...)
2016-09-25 15:07:00 +01:00
Inuyasha
1a4b894589
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
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# Conflicts:
# src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe
50a44d96b1
Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta).
2016-09-24 17:15:42 +01:00
toasterbabe
28523760c3
FF_VERTICALFLIP, since I've been messing around with sprite stuff.
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* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe
da1db42b14
Forgot some compilers would complain about this.
2016-09-24 13:39:04 +01:00
toasterbabe
f933210c03
Let's simplify a lot of stuff. PF_CANCARRY instead of a horrible assortment of checks.
2016-09-24 13:18:08 +01:00
toasterbabe
eb64e4ccd9
Tightened some restrictions on Tails carry because right now the looseness leads to edge case noise spam when trying to pick up a player off a rope hang, for example.
2016-09-24 12:38:37 +01:00
toasterbabe
41b4d9c565
Fixed carry bug that I introduced a while ago.
2016-09-24 12:06:00 +01:00
toasterbabe
1de32b3dac
Fixed my mistake with static rope hangs.
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Also, the same smoothness changes have been ported over to zoom tubes!
2016-09-24 00:37:18 +01:00
toasterbabe
e16648a72b
Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
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* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe
8ad72232be
Helpful explanatory comments to assauge MI's fears.
2016-09-22 21:15:12 +01:00
toasterbabe
394ed30f44
Fixed the problem with the reverseplatform_clipping branch that caused springs to fall through platforms, as tested by Wolfs in TD.
2016-09-22 21:08:36 +01:00
toasterbabe
0568712a5e
Prevent overflow when attempting to calculate the space between floor and ceiling. (I didn't notice any bugs as a result of the previous behvaiour, but you never know.)
2016-09-22 12:01:13 +01:00