Nev3r
7e1bb4a370
Code refactoring to turn portal struct into a more generalized shape.
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Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
2019-06-01 13:07:23 +02:00
Monster Iestyn
dbdfdaf1fe
Whoops, forgot to make P_CheckSight support slopes for same-sector FOF plane checking.
2019-05-27 21:18:02 +01:00
Monster Iestyn
309f4a10d0
Fixed P_CheckSight to support slopes, both for normal planes and FOF planes
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(Untested)
2019-05-27 20:36:35 +01:00
Monster Iestyn
fb6fefd186
fix P_CheckSight to consider FOFs that completely block the view
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(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-27 19:32:05 +01:00
Steel Titanium
894c06520a
Merge branch 'next' into jimita-unfuck-awayview
2019-05-25 19:47:45 -04:00
Steel Titanium
2e8aae5d6a
Merge branch 'next' into jimita-flashpals-on-screenshots
2019-05-25 19:37:17 -04:00
Steel Titanium
ff040ccced
Update libopenmpt to 0.4.4
2019-05-23 22:05:28 -04:00
Monster Iestyn
36415b0050
Hardcode the bomb's explosion states, the dust object type and states, and the sprite prefixes for both
2019-05-23 21:51:58 +01:00
Monster Iestyn
a2e0c1998a
Update hw_light.c
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(though I'm not sure why we bother, since coronas have been disabled for a decade now)
2019-05-23 21:08:27 +01:00
Monster Iestyn
3cb336bdbc
Merge branch 'master' into acz-boss-hardcode
2019-05-23 20:38:25 +01:00
Monster Iestyn
10430628e6
Hardcoded ACZ3.wad's version of A_TNTExplode under the name of A_Boss5BombExplode. After a lot of confusion and silly misunderstandings on my part (as well as a lot of mess cleaning), I've finally got there!
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The states for the actual bomb explosion effect itself are yet to be hardcoded, but that I'll do tomorrow afternoon probably.
2019-05-21 21:51:19 +01:00
Steel Titanium
ea29bae39e
Forgot some references
2019-05-20 23:31:23 -04:00
Steel Titanium
991181afa2
circleci: Fix compiling error
2019-05-20 23:22:23 -04:00
Steel Titanium
2ede6dd29f
Merge branch 'master' into public-musicplus-libopenmpt
2019-05-20 21:33:10 -04:00
Monster Iestyn
dc5d13da46
Merge branch 'steelt-acz-things-hardcode' into 'master'
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Hardcode some ACZ things
See merge request STJr/SRB2Internal!220
2019-05-17 12:22:21 -04:00
Monster Iestyn
5e87ab4fa7
Merge branch 'public_flatsprite'
2019-05-16 16:00:24 +01:00
Monster Iestyn
04a8c9a283
Merge branch 'public_next'
2019-05-16 15:58:17 +01:00
Monster Iestyn
c8e3748a1c
Merge branch 'master' into next
2019-05-13 16:07:30 +01:00
Monster Iestyn
11cc332378
Merge branch 'archiveworld-sigsegv-fix' into 'next'
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Fix SIGSEGV from sending lindefs/sidedefs in savegame due to duplicated lines.
See merge request STJr/SRB2!490
2019-05-13 07:02:48 -04:00
Alam Ed Arias
be13ab4830
Fix NONET build
2019-05-13 01:51:36 -04:00
Steel Titanium
2c4555493d
Merge branch 'perpetual-modifier-updates' into 'master'
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Set modifiers in a non-reactive manner
See merge request STJr/SRB2!456
2019-05-13 00:36:06 -04:00
Steel Titanium
f235f45431
Merge branch 'no-frameskip' into 'next'
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Don't skip frames when connecting or paused
See merge request STJr/SRB2!489
2019-05-13 00:35:11 -04:00
Steel Titanium
0f616a7141
Properly fix crash due to duplicated lines.
2019-05-13 00:23:43 -04:00
Steel Titanium
9ec6d5e653
Revert "Check that lumps are okay"
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This reverts commit 3f4121085b .
2019-05-13 00:20:39 -04:00
Steel Titanium
ed6bd64014
Hardcode some ACZ things
2019-05-11 22:56:23 -04:00
James R
3f4121085b
Check that lumps are okay
2019-05-08 20:30:19 -04:00
Monster Iestyn
5756583612
Merge branch 'master' into next
2019-05-08 16:31:05 +01:00
Monster Iestyn
2b636ae614
Merge branch 'alias_recursion_hotfix_2' into 'master'
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Alias recursion hotfix 2
See merge request STJr/SRB2!482
2019-05-08 11:25:15 -04:00
wolfy852
93c706bfb8
Don't skip frames when connecting or paused
2019-05-08 09:39:45 -05:00
wolfs
10b47550a4
Merge branch 'public-musicplus-tagfix' into 'next'
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Fix music load lag by reverting tag changes
See merge request STJr/SRB2!486
2019-05-07 22:42:13 -04:00
Sryder
70ff9be419
No sprite billboarding on papersprites
2019-05-06 20:24:26 +01:00
Sryder
7792b48ea3
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into public_flatsprite
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# Conflicts:
# src/p_user.c
2019-05-06 20:20:57 +01:00
Monster Iestyn
a0e135f1b8
Merge branch 'master' into next
2019-05-06 19:38:53 +01:00
Nev3r
7a66fabf4f
Merge branch 'banip-command' into 'next'
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Ban IP command
See merge request STJr/SRB2!460
2019-05-06 13:09:14 -04:00
Nev3r
9a43511cf6
Merge branch 'console-wait-fix' into 'master'
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Don't count down wait timer when executing a command line
See merge request STJr/SRB2!483
2019-05-06 12:56:07 -04:00
Nev3r
809975b1ff
Merge branch 'opengl-sprite-billboarding' into 'master'
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OpenGL Sprite Billboarding
See merge request STJr/SRB2!485
2019-05-06 12:45:53 -04:00
Sryder
64fb7f90f0
Add a cvar for sprite billboarding, off by default.
2019-05-06 16:57:32 +01:00
Monster Iestyn
2d650bf484
fix an inconsistency I introduced between counting the waypoints and finding them again
2019-05-05 21:16:44 +01:00
Monster Iestyn
4536569cfb
fix P_CheckSight to consider FOFs that completely block the view
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(this could probably be in its own branch to be tested properly, but I'm on a roll with this atm)
2019-05-05 21:03:15 +01:00
Monster Iestyn
e944553514
Hardcoded the cork's stun-you-even-while-flashing behaviour
2019-05-05 19:16:30 +01:00
Monster Iestyn
f9c113a19a
Hardcoded the boss's TouchSpecial hook.
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Also cleaned up this part of P_TouchSpecialThing a bit while I'm here
2019-05-05 18:22:19 +01:00
Monster Iestyn
0ae86e4401
Hardcode "slapstick"
2019-05-05 17:36:55 +01:00
Monster Iestyn
c209377d42
Hardcoded MT_FSGNA's MobjThinker hook function
2019-05-05 16:42:50 +01:00
Monster Iestyn
27722be6a1
hardcoded the boss's A_BossDeath behaviour.
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(also turned this part of the function into a switch case to make things neater)
2019-05-05 16:03:34 +01:00
Monster Iestyn
4ad410dc0b
Hardcode the boss thinker function
2019-05-05 15:34:06 +01:00
Monster Iestyn
2702b998ed
I just checked how P_LookForPlayers works, and it turns out it doesn't modify the target *unless* it returns true. So I guess we've no need to account for a change in target in A_LookForBetter after all?
2019-05-05 14:09:09 +01:00
Monster Iestyn
d159cddde6
hardcode MT_FBOMB's MobjSpawn hook function
2019-05-04 22:46:27 +01:00
Monster Iestyn
21f62c9d8c
Mystery solved, he was turning "invisible" because of this mistake in A_DoNPCSkid
2019-05-04 22:38:14 +01:00
Monster Iestyn
ccf78f3660
S_FANG_SLIDE wasn't defined in the Lua script, despite being declared :|
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Also Fang seems to turn invisible after his first jump for some reason, and I can't figure out why???
2019-05-04 21:31:46 +01:00
Monster Iestyn
e06f85d847
Swap "S_TNTBARREL_EXPL1" for S_NULL as a temporary measure until I actually hardcode the explosion states.
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As of now, you can now compile this branch with no issues. But Fang won't work properly for a while yet, we'll get there don't worry.
2019-05-04 20:20:34 +01:00