Latapostrophe
fe4d9ce889
New trick panel shit (but only the gameplay part)
2021-01-06 21:20:28 +01:00
Latapostrophe
74a39837bb
Merge conflicts
2021-01-06 18:33:42 +01:00
Sally Coolatta
d0ca3b78c1
Merge branch 'master' into battle-rethink
2020-11-18 17:49:06 -05:00
Sal
b2eb64ac09
Merge branch 'roll-and-tilt' into 'master'
...
Roll & pitch replace modeltilt
See merge request KartKrew/Kart!326
2020-11-17 20:03:48 -05:00
Sally Coolatta
827a1b5fca
Refactor stealing & destroying bumpers
...
- Prevents being able to farm extra bumpers off of karma players
- Paves the way for bumper destroy animation later
2020-11-15 06:25:38 -05:00
Sally Coolatta
56a20d05df
Merge branch 'master' into battle-rethink
2020-11-11 00:11:18 -05:00
Sally Coolatta
0e28470228
Merge master
2020-11-08 02:34:24 -05:00
Sally Coolatta
470e399abe
Merge master, add support for hitlag jitter in OpenGL
2020-11-08 01:56:27 -05:00
Sally Coolatta
9dd43d4e4e
Remove modeltilt, use roll & pitch instead
...
Broken currently, about half of the slopes you can go into have the wrong tilt
2020-10-28 18:36:26 -04:00
Sally Coolatta
2509d5a29c
Merge branch 'the-scary-22-merge' into battle-rethink
2020-10-24 21:39:32 -04:00
Sally Coolatta
9b6aa946ea
Merge remote-tracking branch 'srb2/master' into the-scary-22-merge
2020-10-24 19:28:06 -04:00
Sally Coolatta
0969ca1af9
Karma bombs rework
...
- Fixed the bugs with them in our last netgame
- Karma bombs are no longer slippery or have stat changes
- Karma bombs cannot pick up spheres. Their remaining spheres before they died are removed 1 per tic.
- Karma bombs are out of the game permanently when touching the overtime barrier
- When successfully hurting another player, instead of getting 0.5 bumpers, they steal ALL of the opponent's bumpers, effectively swapping places with them. One bumper is lost in the process, meaning bumpers are slowly flitered out the more people need to come back.
- Removed karma items/eggboxes... hopefully this is temporary and we can bring them back later, but currently we don't have a design for how they should work under the new rules :x. They are still in the code behind the `OTHERKARMAMODES` define
- Bumpers & comeback timer are now player_t variables instead of kartstuff shit
- eliminated boolean on player_t for checking when a player touched the barrier
2020-10-24 11:27:42 -04:00
Sally Coolatta
6c2884b7d6
Fix leftover from old code causing desync, part 2
2020-10-23 16:40:34 -04:00
Sally Coolatta
ffe4f4a400
Fix leftover from old code causing desync
2020-10-23 03:05:10 -04:00
Sally Coolatta
7430df5f4f
Fix time limit, make overtime kill you instantly and close in faster, remove minimum radius
...
Radius SHOULD be doubled to 8192 to be reasonable... but something gets severely messed up, makes me MAD
2020-10-22 05:36:36 -04:00
Sally Coolatta
7ce53ac104
Add blue spheres
...
Doesn't have animations, and doesn't have stat-specific buffs. But it's already a massive improvement
2020-10-22 02:52:33 -04:00
Sally Coolatta
b5fcd74ef9
Merge master
...
Slopes in a few maps are really broken ... think it's anchors, I'm gonna leave that to jart :V
2020-09-25 12:00:50 -04:00
Sally Coolatta
672c4fb763
Make aiming relative too
2020-09-25 02:06:37 -04:00
Sally Coolatta
99a1bacb81
Turning code overhaul
...
Packet drops are still broken, but at least netgames are playable now.
2020-09-22 00:35:44 -04:00
James R
ef108cbb36
Merge remote-tracking branch 'pub/next'
2020-09-20 14:07:54 -07:00
SteelT
d8bcc13fec
Merge branch 'master' into trick-panels
...
# Conflicts:
# src/d_player.h
# src/dehacked.c
# src/k_kart.c
# src/p_user.c
2020-09-18 00:54:45 -04:00
SteelT
6a168ac5e9
Merge branch 'pictureformats' into 'next'
...
PNG conversion refactoring
See merge request STJr/SRB2!675
2020-09-10 15:58:18 -04:00
James R
cedb09bd92
Fix pointers on LUA_Archive and LUA_UnArchive
...
(servers joinable again)
2020-08-21 19:47:53 -07:00
James R
7d6d0f216a
Fix mismatched type of followercolor in netsave
2020-08-21 18:34:10 -07:00
SteelT
ccff8dc2ba
Attempt to fix joining netgames being broken
2020-08-20 20:28:48 -04:00
FlykeSpice
2d9ec1687c
Remove POLYOBJECTS POLYOBJECTS_PLANES #ifdefs(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
FlykeSpice
2424418390
Remove ESLOPE #ifdef(backport from srb2 2.2)
2020-08-20 13:02:13 -04:00
Sally Coolatta
a251c3909b
Lots of little fixes
...
Gameplay seems to work (besides the addplayer & client config stuff), but visuals (mostly sprites, but a little bit of HUD) are really messed up
2020-08-16 00:29:04 -04:00
Sally Coolatta
0dc21106e5
Lua stuff is done
2020-08-15 07:47:18 -04:00
Sally Coolatta
dfd733eb80
Up to screen.o
...
Lots of renderer files I didn't need to touch at all here :)
2020-08-15 00:55:30 -04:00
Sally Coolatta
9b9ab8a2d5
Get up to p_user
2020-08-14 23:23:14 -04:00
Sally Coolatta
f9ca40e673
Merge branch 'master' into the-scary-22-merge
2020-08-12 20:59:09 -04:00
Sally Coolatta
8731c6b7a4
Another round of fixing up
...
- gametyperules are now fitting for kart, not applied to the whole codebase though
- a few more files compile
2020-08-11 16:13:17 -04:00
Sally Coolatta
a50a9a1843
Lots of splitscreen fixes
...
LOTS of stuff I changed to use arrays instead of constantly duplicated code
2020-08-10 23:38:32 -04:00
Sally Coolatta
39550596f9
A few more fixes to d_clisrv.c
2020-08-10 21:50:08 -04:00
Sally Coolatta
c96bd5f64a
Many removals
...
Lots of NiGHTS code, lots of ringslinger code, revert actnum behavior back to vanilla
2020-08-10 21:45:51 -04:00
SteelT
84a4c7ba62
Fix some more ifdefs
2020-08-10 18:57:58 -04:00
Sally Coolatta
cca0afde06
Merge p_saveg.c
2020-08-10 14:42:17 -04:00
Sally Coolatta
e296e1309a
YAY, round 2
2020-08-09 21:02:56 -04:00
SteelT
7d5b0adc87
Merge p_saveg.c
2020-08-02 18:37:58 -04:00
Sally Coolatta
c9b17c456d
Re-attempt at hitlag
...
I remember when I tried to fix wolfs' branch I was having issues, but this ended up working pretty much fine? Don't remember why the old branch was messed up though (it was simply too old & not substantial enough to try and work off of imo)
2020-07-29 09:30:29 -04:00
Sally Coolatta
b08459cbee
Buffer time before countdown depends on player count, no intro spin in 1v1
2020-07-27 23:31:46 -04:00
Sally Coolatta
f0044e05c1
Crossing the finish line first before anyone else gives you a free rainbow boost
2020-07-24 21:41:41 -04:00
Sally Coolatta
3800603243
Bruhther moment
2020-07-22 23:49:24 -04:00
Sally Coolatta
c7f19a4b83
Lazy synch drawflags on join
2020-07-20 17:49:56 -04:00
Jaime Passos
c385eca5d2
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into pictureformats
2020-07-06 19:29:14 -03:00
Nev3r
6b38fe4b2c
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2/ into udmf-next
2020-07-06 11:13:27 +02:00
LJ Sonic
080a5acd0f
Merge branch 'ff_horizontalflip' into 'next'
...
FF_HORIZONTALFLIP and mobj->mirrored (sprite enhancements)
See merge request STJr/SRB2!987
2020-07-03 16:56:32 -04:00
Nev3r
e301d268ec
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2/ into udmf-next
...
# Conflicts:
# src/hardware/hw_main.c
2020-06-30 20:29:48 +02:00
toaster
3b3256be8f
Special saves!
...
All this refactoring, just to resolve #162 . Specifically, it engages savegame events not at level load (except for savefile start) but on level completion, just after you've gotten all the intermission bonuses but before the intermission actually starts.
Also fixes a never-before-discovered bug where if the titlemap has LF_SAVEGAME, your save file will be overwritten upon returning to the title screen. This game is a mess of hacks, I swear...
One unintended side effect: It may actually be faster in some speedrun circumstances in mods with cutscenes to complete the map, exit back to the title screen, and reload the file. It's a common feature of optimal runs in games with cutscenes, though, and Marathon Run has a toggle for cutscenes, so I'm not particularly bothered.
2020-06-22 19:00:47 +01:00