Oni
d30567c04a
Merge branch 'railgun' into 'master'
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Use old multiply effect for fast missile shots
See merge request KartKrew/Kart!1153
2023-04-09 05:00:14 +00:00
VelocitOni
9e92b1f2b7
Edit item speed values a bit
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Orbis and Jawz sped up just a bit, ballhog to move proportional to player like it used to, gardentop faster
2023-04-09 00:18:50 -04:00
Oni
f615b1a2f0
Merge branch 'acs-trigger-improvement' into 'master'
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Improve ACS triggers
See merge request KartKrew/Kart!1131
2023-04-09 03:08:34 +00:00
Oni
485af970e6
Merge branch 'sealed-smooth' into 'master'
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Sealed Smooth
See merge request KartKrew/Kart!1154
2023-04-09 03:07:26 +00:00
Oni
78f5f04d61
Merge branch 'dont-fudge-driftend' into 'master'
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Handling Fixup Bonanza™
Closes #506
See merge request KartKrew/Kart!1155
2023-04-09 02:42:38 +00:00
AJ Martinez
75cfe4b5ad
Also take away existing wavedash boost when hit
2023-04-08 15:22:15 -07:00
toaster
c76fc45de9
P_SwitchWeather: Fix potential infinite loop if non-NullPrecipThinker thinker existed in THINK_PRECIP
2023-04-08 21:55:28 +01:00
James R
9eab5317f3
Stop calling P_NullPrecipThinker
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In levels with tens of thousands of precipmobjs, the
overhead of running a thinker for all of them is too much,
no matter how small the thinker is.
ALL thinking is done inside the renderer now, where it can
be limited by distance. Precipmobjs track the last
leveltime they thunk, so interpolated frames don't think
twice.
2023-04-08 13:34:42 -07:00
James R
9c80d53f54
R_StoreWallRange: remove duplicated closed door checks
2023-04-08 21:24:11 +01:00
TehRealSalt
a68615e2f9
Remove R_DoorClosed
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This function has caused me, so much unexpected pain because of just how out of the way it is, and NOTHING else uses it
2023-04-08 21:24:11 +01:00
James R
fc865f9aad
R_RenderSegLoop: move column drawing code to generic R_DrawWallColumn function
2023-04-08 21:24:11 +01:00
James R
9cc9b73021
Convert r_segs.c to r_segs.cpp
2023-04-08 21:24:11 +01:00
toaster
1f607514de
Merge branch 'merge-newclip' into 'master'
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hardware/hw_main.c: remove unused clipping code, remove ifdef NEWCLIP
See merge request KartKrew/Kart!1150
2023-04-08 20:12:06 +00:00
James R
5ee4461bfc
hardware/hw_main.c: remove unused clipping code, remove ifdef NEWCLIP
2023-04-08 21:08:07 +01:00
AJ Martinez
ddbeb98677
Make doubly sure not to keepsliptide with no sliptide
2023-04-08 05:31:30 -07:00
AJ Martinez
d39af93f14
More accurate mindelay for servers/hosts
2023-04-08 05:25:01 -07:00
toaster
ef382feba9
Merge branch 'stereo-dx' into 'master'
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Stereo DX
Closes #510
See merge request KartKrew/Kart!1140
2023-04-08 11:41:48 +00:00
toaster
a31d83cd6b
Resolve #510 by not stopping attempted playback/sequence when song duration is 0
2023-04-08 12:39:02 +01:00
toaster
d432cf3837
musicdef important parameter: Guarantee match by touppering the character
2023-04-08 12:32:47 +01:00
toaster
dc8a97475f
musicdef_t: Add an important parameter
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If set to true/yes/1, add at the head of the sequence in S_PopulateSoundTestSequence.
Otherwise, append to the tail.
2023-04-08 12:32:47 +01:00
toaster
5dd4e36b72
S_StopMusicCredit: Make killing a music credit a request, not a guarantee
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Fixes some menu events causing Stereo-caused music credits to disappear
2023-04-08 12:32:47 +01:00
toaster
a85af6339d
M_EraseDataResponse: Don't softlock the Stereo on if you're likely no longer able to access it
2023-04-08 12:32:47 +01:00
toaster
2e687b4033
Sound credits no longer go off the screen
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Uses V_ThinStringWidth to check whether it'd exceed BASEVIDWIDTH.
Does not apply to the main song title - if that exceeds the width of the screen, just visibly fail.
2023-04-08 12:32:46 +01:00
toaster
37c1a40da6
S_SoundTestPlay: Improvements
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- Tidy conditionals
- Fixes dosequencefadeout potentially not being set for this particular track.
- Only functionally loop the song if the duration before looping is less than 3 minutes.
- Ensures particularly long songs that already do minor variations of the same loop don't overstay their welcome.
2023-04-08 12:32:46 +01:00
toaster
9540cd7c88
SOUNDTEST_FADEOUTSECONDS: Make 5 seconds instead of 3.
2023-04-08 12:32:46 +01:00
toaster
1bdbfdf22b
S_TickSoundTest: Clean up significantly.
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- Introduce comments to make flow understandable.
- Abstract the number of seconds in the fade out (previously handled across multiple places) into SOUNDTEST_FADEOUTSECONDS.
- Make all next/conclude song cases for autosequence and non-looping track handled in one place.
- Fixes the case where a non-looping track could stop the Sound Test even in autosequence mode.
2023-04-08 12:32:46 +01:00
toaster
c5bb660372
M_DrawSoundTest: Animated volume knob
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- Animates every 2 tics when up/down is held.
- One frame when pressing confirm.
2023-04-08 12:32:46 +01:00
toaster
f24e09f813
M_DrawSoundTest: Fix being held in the up direction when holding Confirm, when only one input is sent
2023-04-08 12:32:46 +01:00
toaster
94f5048fd1
Stereo Mode: Move all left-aligned text one pixel inwards
2023-04-08 12:32:45 +01:00
AJ Martinez
d6ccf341c5
Keep sliptides at speed even without boost, but don't charge wavedashing
2023-04-08 04:22:49 -07:00
toaster
9072437751
Merge branch 'sink-is-back' into 'master'
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Sink is back
See merge request KartKrew/Kart!1149
2023-04-08 11:22:29 +00:00
toaster
94e3803eb0
Merge branch 'blockmap-precip' into 'master'
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Render precip through blockmap instead of during BSP
See merge request KartKrew/Kart!1147
2023-04-08 11:21:23 +00:00
AJ Martinez
ea0336bf1b
Seriously, never sliptide while underwater
2023-04-08 03:07:34 -07:00
AJ Martinez
207dd964f4
Kill wavedash charge when hit
2023-04-08 03:01:34 -07:00
James R
05b0ecb5b6
Add angle command, set your angle precisely
2023-04-08 01:19:44 -07:00
James R
5b2d791cf6
Add goto command, teleport to a waypoint
2023-04-08 01:01:17 -07:00
James R
dc18fa745a
Overhaul teleport command, let it work in netgames
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Old syntax with -x, -y, -z, -ang, -aim parameters is
simply replaced with 3 argument syntax like rteleport.
Before - teleport -x 100 -y 50 -z 25
After - teleport 100 50 25
The lost angle, aiming and star post features can be added
back in separate commands.
2023-04-08 00:47:34 -07:00
James R
39ea73a4ad
devmode render: display skybox portal, visplane and drawseg counts on HUD
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- Skybox portal count moved from console print to HUD
- Displays visplane count and drawseg count
2023-04-08 00:40:37 -07:00
AJ Martinez
553940e192
You are never sliptiding underwater
2023-04-08 00:39:26 -07:00
James R
21a31c7a51
devmode: offset with showfps and showping
2023-04-08 00:37:12 -07:00
AJ Martinez
972ed1c1a7
Bump latency-based angle correction
2023-04-07 23:52:34 -07:00
AJ Martinez
6871639483
Don't disable easing on driftend, it wasn't actually doing anything
2023-04-07 23:47:30 -07:00
AJ Martinez
2001b5efd9
More responsive drift end
2023-04-07 23:02:03 -07:00
Oni
7ed6332e2d
Merge branch 'optimize-clip-sprites' into 'master'
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Optimize sprite sorting by excluding sprites that are completely obscured by geometry
See merge request KartKrew/Kart!1146
2023-04-08 03:24:05 +00:00
AJ Martinez
ac41a0a563
Use old multiply effect for fast missile shots
2023-04-07 16:16:45 -07:00
toaster
4b7aa368b5
P_GetNextEmerald: Accomodate map reuse in GP
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- In GP, use struct's cup pointer to get Emerald so the active cup ID is in control
- Outside of GP, get cup pointer from map so Emerald is always the "canon" one
2023-04-08 00:05:18 +01:00
toaster
6ae455dbfc
Add MF_DONTENCOREMAP to Monitor assets (+ Magician Box)
2023-04-07 23:53:00 +01:00
toaster
307d78130f
UFO Catcher: Adjust sprite z offset of prize inside glass orb
2023-04-07 23:36:46 +01:00
toaster
2969aabae4
UFO Catcher: Adjust for changed glass graphic
2023-04-07 23:36:30 +01:00
toaster
c7c78bc72b
K_drawTargetHUD: Track at sprite x/y/z offset in 3d space
2023-04-07 23:18:08 +01:00