Commit graph

596 commits

Author SHA1 Message Date
Sal
8338d3e71c Merge branch 'fortnite' into 'master'
Battle sudden death

See merge request KartKrew/Kart!166
2019-10-03 01:27:09 -04:00
TehRealSalt
7c40a1c07b Make sure it doesn't divide by 0 2019-09-28 15:18:01 -04:00
TehRealSalt
7321a95a65 Ring respawn timer is based on lap count (proportional to 3 laps) 2019-09-28 15:14:52 -04:00
TehRealSalt
06d27ae36e Merge branch 'master' into fortnite 2019-09-27 06:36:11 -04:00
Sal
542c4a3306 Merge branch 'new-springs' into 'master'
New springs

See merge request KartKrew/Kart!171
2019-09-27 03:06:29 -04:00
Sal
921409224c Merge branch 'model-gradients' into 'master'
Model gradients + model tilt adjustments

See merge request KartKrew/Kart!157
2019-09-25 21:53:21 -04:00
TehRealSalt
bc7673f2da Update Spring Shells, add color modulo check 2019-09-23 06:29:30 -04:00
TehRealSalt
594e1cb41a rotate flag applies to all springs 2019-09-23 03:48:50 -04:00
TehRealSalt
9d8cb5247a Special effects!
Tire grease waves, colored stars
2019-09-23 03:15:08 -04:00
TehRealSalt
54066cc9fc compile 2019-09-22 22:44:15 -04:00
TehRealSalt
b8a752e40a Merge master 2019-09-18 21:47:11 -04:00
Sryder
316c7fe7ee Merge branch 'master' of git@git.magicalgirl.moe:KartKrew/Kart.git into rings_slopechange 2019-07-17 20:23:30 +01:00
James R
d82e86d4cd Declare z in scope under case 2019-07-16 20:06:26 -07:00
James R
7354ce200e Correct reverse gravity offsets
Woah reverse gravity sucks.
2019-07-12 13:28:25 -07:00
Sryder
d6382107d3 Hopefully better Jawz behaviour
Moved the movement code for it out of the thinker and into A_JawzChase to have it all in a consistent place.
2019-07-07 21:56:23 +01:00
Sryder
fbc5b9f880 Added () for slight clarity 2019-07-07 15:24:32 +01:00
James R
c5bd4d6ecd Apply P_MobjFlip to ring and ring sparkle animations 2019-07-05 20:11:38 -07:00
Sryder
d6ec65de59 Added some slope handling for regular jawz.
Jawz as a result can absolutely behave differently, but it's mostly the case when in the range where it would slow down.
Will need testing, seems like it can sometimes rocket past a player that's stationary, maybe that's not a bad thing?
2019-07-05 23:29:31 +01:00
Sryder
893d8cd211 Support Jawz dud on slopes
Don't let orbinaut accelerate infinitely when in the air.
2019-07-05 21:11:13 +01:00
Sryder
de62209d96 Orbinaut supports slopes, slows down naturally when above top speed.
Still has it's speed reset lower when hitting a wall. Doesn't maintain slope speed increase.
2019-07-05 20:34:36 +01:00
TehRealSalt
24feb81671 Improve shadow code yet again by testing highest value of slopes
This makes it follow the sprites a bit better on slopes. Also split into a sub-function so that Banana doesn't need the duplicated code anymore.

The accuracy can be further improved on by doing the calculation 3 extra times for every surface, for each corner of the hitbox -- it wouldn't be THAT much more expensive, but it would only make subtle differences on sector boundaries that we usually zoom past anyway, so I figured it wasn't worth it. (It'll be easy enough to do so if we decide that we want the uber-accuracy)
2019-05-31 01:08:04 -04:00
TehRealSalt
f3f0b5edda Fix FOF shadows again 2019-05-30 03:07:31 -04:00
TehRealSalt
9a24f65cb8 Merge branch 'master' into model-gradients 2019-05-30 02:00:06 -04:00
TehRealSalt
c6a0a41d1a Model tilts
- Add modeltilt variable, for more manual control of the model tilting. By default this just copies standingslope, but doesn't get cleared in the air.
- Shadows & trailing bananas now tilt to match the ground they are on.
- Rocket Sneakers & afterimages now tilt to match the player's current orientation.
2019-05-28 17:21:22 -04:00
TehRealSalt
127935edc2 New papersprite sparkle effect 2019-05-27 00:03:02 -04:00
TehRealSalt
bb6fe9fc54 Merge branch 'master' into rings 2019-05-14 22:26:22 -04:00
TehRealSalt
ddaf5658d5 Finish skincolors
The only thing remaining is super colors, but I'm not too fussed about that for a merge request because
2019-05-13 23:21:07 -04:00
TehRealSalt
5c3cac52e6 Merge branch 'master' into rings 2019-05-12 15:28:15 -04:00
TehRealSalt
933ca5c3a4 Add an array for unsynced, HUD animation variables
Reduces the size of kartstuff_t, and makes it easy to add even more HUD animations. Fixes viewpoints being wonky for rings.
2019-05-12 14:33:18 -04:00
TehRealSalt
41a66ac50a Use IsDisplayPlayer for more things
Makes viewpoints in spectating/demos do client-side effects a little better
2019-05-10 15:28:39 -04:00
TehRealSalt
3d129ad4ca Merge branch 'v1' into rings 2019-05-06 23:54:20 -04:00
TehRealSalt
4006045f12 Merge branch 'v1' 2019-05-06 22:06:59 -04:00
TehRealSalt
f48a08cd53 Merge v1 2019-05-06 21:23:29 -04:00
TehRealSalt
e087d18402 Cooler afterimages
Players afterimages have been colorized & flicker, ala Sonic Advance 2. The number of afterimages you get extends with how many boosts you have stacked.

Item afterimages have also been given a basic colorization.
2019-05-04 21:04:06 -04:00
TehRealSalt
5c55201b08 Scale draft distances based on game speed 2019-05-02 14:14:54 -04:00
TehRealSalt
9314a0d9a9 Fix normalspeed
Alright fuck this branch it's misery
2019-05-02 02:58:34 -04:00
TehRealSalt
a3d2b48329 Fix up more stuff
Now in a mergable state
2019-04-18 12:20:13 -04:00
TehRealSalt
089be795a2 Huge splitscreen refactor
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
toaster
e676cd89ea * Add FF_SEMIBRIGHT.
* Ranges between full brightness to half-brightness (50% of fullbright effect).
    * Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
    * Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
    * Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
    * Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
    * Should be no in-game affect; let me know if you notice any regressions.
2019-04-17 18:46:35 +01:00
TehRealSalt
6733a485cf wip ring sparkles 2019-04-12 23:29:32 -04:00
TehRealSalt
3dd89eb7c8 Extra touches
- Re-enable ring respawn
- Make Attraction Shield chasing rings faster
- Combi-band is invisible to non-affected players
- Used rings animate faster
- Sync ring animation to a global timer
2019-04-07 14:49:51 -04:00
Monster Iestyn
453f673219 Spinning/swinging maces/chains can now use P_FindSpecialLineFromTag!
# Conflicts:
#	src/p_mobj.c
2019-04-03 19:51:08 +01:00
fickleheart
f60e92aa70 Move public demo vars to a single struct 2019-03-24 21:32:15 -05:00
fickleheart
be458c1d05 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/doomdef.h
#	src/g_game.c
#	src/p_user.c
2019-03-19 22:17:25 -05:00
TehRealSalt
e3434cf724 Merge branch 'doubled-boost' into draft 2019-03-14 19:45:33 -04:00
TehRealSalt
40093a9213 Merge branch 'master' into rings 2019-03-12 01:27:11 -04:00
TehRealSalt
47df41aa86 Dither barrier 2019-03-12 01:24:43 -04:00
fickleheart
e536252a8a Merge remote-tracking branch 'remotes/internal/upsidedown-brain' into HEAD
# Conflicts:
#	src/k_kart.c
#	src/p_mobj.c
2019-03-11 21:59:45 -05:00
wolfs
f4947820e4 Merge branch 'maxskins-bump' into 'next'
Bump MAXSKINS to 128 + Clean up skin struct

See merge request KartKrew/Kart-Public!82
2019-03-11 19:28:16 -04:00
TehRealSalt
6aa55bdbe2 Merge remote-tracking branch 'kartpublic/next' into fortnite 2019-03-11 13:49:12 -04:00