Zwip-Zwap Zapony
c2a7f0c98e
Hotfix for 100% deadzone returning 0 input
...
It makes more sense for 100% deadzone to just make it so that
you have to push the axis all the way to trigger it,
rather than 100% deadzone resulting in no axis input
ever happening... So, let's make it be the former way instead
2020-03-04 21:11:55 +01:00
Zwip-Zwap Zapony
04921ab484
Fix division-by-0 crash with gamepad deadzones
...
Fix division-by-0 crash with gamepad deadzones
The problem was that it checked if A was more than B,
then lowered A to a max value, then subtracted B from A,
then divided something by that, without checking if A minus B was 0,
allowing division by 0 if B was the same as that max value
This fixes that by making sure that A is less than the max value
2020-03-04 17:31:52 +01:00
Jaime Passos
b800e013d0
Fix NiGHTS Attack crash after render mode change
2020-03-04 09:42:34 -03:00
James R
11930b41bf
Use tic_t
2020-03-03 20:11:03 -08:00
James R
70d46ebb0a
Merge branch 'parties-only' into parties
2020-03-03 20:05:30 -08:00
James R
74f47f83f2
Party yourself with ALL party members when being added to a party
2020-03-03 19:22:32 -08:00
James R
dd29a44ecc
cancelinvite command to rescind a party invitation
2020-03-03 19:17:27 -08:00
James R
b3ef79953a
Merge branch 'parties-only' into parties
2020-03-03 18:52:14 -08:00
James R
9b239e8252
Set extra displayplayers to displayplayers[0] instead of splitscreen for parties
...
This fixes P2's HUD drawing in P4's area in a 3P party, when the first local
player was P2.
2020-03-03 18:49:26 -08:00
James R
ac75b30400
r_splitscreen for opengl
2020-03-03 18:48:47 -08:00
Sally Cochenour
2b6ca4a384
Increase SPB speed & turn
2020-03-03 20:56:57 -05:00
Sally Cochenour
721fb369fd
Move changes to K_GetBestWaypointForMobj so that K_GetClosestWaypointToMobj can stay the same
2020-03-03 18:34:17 -05:00
Sally Cochenour
d459407866
Forgotten player check here
2020-03-03 17:22:13 -05:00
Sally Cochenour
ff190b7a88
Fix unsigned/signed comparison
2020-03-03 17:05:04 -05:00
Sally Cochenour
7fff21acd4
Instead of vertical cap, quadruple z axis distance
...
Far more natural results!
2020-03-03 16:58:09 -05:00
Sally Cochenour
ac1d40d6c5
Sight check for player waypoints
2020-03-03 16:14:19 -05:00
Sally Cochenour
f068539bad
Don't sight check through transparent FOFs
...
Maybe this should be a option somehow, like a distinction between "sight" and "ray-tracing", but I'm not sure how to go about that
2020-03-03 16:12:21 -05:00
Sally Cochenour
04b443d58c
2.2 sight checks backport
2020-03-03 15:49:10 -05:00
Sally Cochenour
1cbb4bea6b
Limited vertical range on player waypoints
2020-03-03 15:47:02 -05:00
Sally Cochenour
8a19f6f208
Wrong sign here
2020-03-03 15:41:03 -05:00
Sally Cochenour
597e6820b6
Let's try out going back to closest check again
2020-03-03 14:47:41 -05:00
Sally Cochenour
d91e8205dc
Don't update respawn point when mid-air
2020-03-03 14:22:52 -05:00
Tatsuru
0e281a12e1
Separate PvP damage from non-friendly gametypes
2020-03-03 11:56:57 -03:00
Tatsuru
06a2882dc9
Never forget who your enemy is
2020-03-03 11:40:35 -03:00
SteelT
84f90df6af
Merge branch 'tolflag-fix' into 'next'
...
Fix G_TOLFlag returning the wrong type
See merge request STJr/SRB2!834
2020-03-02 21:27:45 -05:00
Steel Titanium
3d623577fb
Merge branch 'master' into next
2020-03-02 15:26:01 -05:00
SteelT
800d277dec
Merge branch 'fix-ogllib' into 'master'
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Fix -OGLlib
See merge request STJr/SRB2!794
2020-03-02 15:21:50 -05:00
Jaime Passos
1b272067ad
Merge remote-tracking branch 'origin/next' into tolflag-fix
2020-03-02 13:14:12 -03:00
Louis-Antoine
ad1b4066d9
Increase the length of the player input buffer
2020-03-02 15:36:28 +01:00
LJ Sonic
cb2528ccc8
Merge branch 'fix-io-warning' into 'next'
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Fix compiler warning
See merge request STJr/SRB2!833
2020-03-02 07:46:46 -05:00
Louis-Antoine
af5500575b
Fix warning and formatting
2020-03-02 13:33:12 +01:00
sphere
422bc7439b
Actually use the "SCREENSHOT OPTIONS" header for its menu.
2020-03-02 13:23:54 +01:00
Jaime Passos
84f977ff7a
Fix G_TOLFlag returning the wrong type
2020-03-02 00:20:53 -03:00
Sally Cochenour
18637b9eb2
2.2 shadow port
2020-03-01 22:12:50 -05:00
Sally Cochenour
834225c597
One more... I swear it's the last...
2020-03-01 17:50:58 -05:00
Sally Cochenour
7a3733d75c
More remenants
2020-03-01 17:37:10 -05:00
Sally Cochenour
30d391b6b2
FINISH removing the shadows...
2020-03-01 17:35:49 -05:00
Sally Cochenour
c17f4dcf15
Remove our shadows
2020-03-01 17:07:52 -05:00
Sally Cochenour
65e9aeec62
This was in the wrong place
2020-03-01 16:03:31 -05:00
Sally Cochenour
48ff9ddf85
Move overtime stuff to k_battle.c
2020-03-01 15:58:00 -05:00
Sally Cochenour
3633dc341a
Merge branch 'master' into targets
2020-03-01 15:42:49 -05:00
Sally Cochenour
0c1d0d8f5c
Don't need abs here
2020-03-01 14:56:16 -05:00
Sally Cochenour
885d6fea1f
Merge branch 'master' into special-sector-tweak
2020-03-01 14:50:45 -05:00
Sally Cochenour
76e75d9756
Fix offroad collision
...
Adds an option to P_MobjTouchingSectorSpecial to only use non-FOF sectors' special if you're touching their floor/ceiling.
2020-03-01 14:36:13 -05:00
Sally Cochenour
6956e1d24e
Store random states in mobjinfo instead of precipprops
...
My reasoning is that it wouldn't make much sense to have a weather type that has snow, but doesn't randomize the sprite it uses, so we don't need to copy-paste the same "randomstates" for each weather type.
2020-03-01 13:13:59 -05:00
Jaime Passos
ef7855fca4
Merge branch 'tol-moment' into 'next'
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Fix TYPEOFLEVEL options not having enough bits for TOL_ flags
See merge request STJr/SRB2!825
2020-03-01 11:14:29 -05:00
LJ Sonic
e0f3a5b8f5
Merge branch 'lua-io' into 'next'
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Support for Lua's I/O library
See merge request STJr/SRB2!727
2020-03-01 11:12:45 -05:00
SwitchKaze
8714a52cbb
Bruh.
2020-02-29 23:44:56 -05:00
SwitchKaze
9508b23d85
Merge branch 'next' of https://github.com/STJr/SRB2 into next-luacolors
2020-02-29 23:41:16 -05:00
SwitchKaze
044e19e328
Prohibit modification of built-in colors
...
In addition, fixes a bug where loading a custom color using command line params exhibits strange behavior.
2020-02-29 23:14:49 -05:00