Commit graph

1348 commits

Author SHA1 Message Date
toasterbabe 482c1ce665 Speed pads are now nicer.
Linedef type 4 now works as follows.
* Frontside x offset is dash speed.
* Effect 4 flag doesn't center the player. (same as before)
* Effect 5 flag sends them off in rolling frames. (as a result there is only one speed pad sector type now, not two)
* Frontside upper texture is sound to play on launch, defaults to sfx_spdpad when not given
2016-06-05 00:23:20 +01:00
toasterbabe bdbfa178e6 Compilation fixes. (Silly .o files sticking around...) 2016-06-04 23:06:26 +01:00
toasterbabe 36da2e198d At least this one wasn't my fault ( :P ) 2016-06-04 22:08:51 +01:00
toasterbabe 7a3a293c96 Woops, forgot the 0. Now it takes advantage of the full range. 2016-06-04 21:23:15 +01:00
toasterbabe b688f5763b Particle randomisation added to bustable blocks. 2016-06-04 21:19:52 +01:00
toasterbabe 7c7a8413c9 Instead of hacking the existing Question Block thinker to ignore the object, let's just... not give the Brick Block a thinker in the first place. 2016-06-04 20:02:11 +01:00
toasterbabe 58d0d2d5e9 Completely forgot P_FindSpecialLineFromTag was a thing. Now Linedef type 14 doesn't need to be in the same sector, but requires a tag... 2016-06-04 19:39:15 +01:00
toasterbabe 6f291d667e Bustable blocks revamped. I'm on a roll!
Linedef type 14 (Bustable block parameter)
* Applied to one of the linedefs of any FOF's control sector
* Concatenation of frontside textures is MT_ object type to spawn, defaults to MT_ROCKCRUMBLE1 if not present
* Sound played when being busted is object type's activesound
* Frontside x offset is spacing (in fracunits) of spawned particles, defaults to 32<<FRACBITS
* Frontside y offset is the fuse of spawned particles in tics, defaults to 3*TICRATE, if set to -1 assume infinite lifetime
* Effect 1/Slope Skew flag makes particles fly out

Linedef type 250 (Mario Block):
* No Climb flag turns it into a brick block (busts when hit from the bottom, player hits their head/fist/whatever, no more upwards momentum)
2016-06-04 18:59:24 +01:00
toasterbabe 52dd1c62c2 Duplicated constant removal. 2016-06-03 18:01:24 +01:00
toasterbabe 1e6b213d6c Okay, this is way beyond the scope of the branch... but low-friction surfaces (ice, oil, etc) now:
* Actively impede your acceleration
* Make your animation speeds faster whenever you're moving (to give off that Looney Tunes effect)

The former change is something that was present in the few low-friction circumstances in the classics, and makes low-friction surfaces more of an active challenge. The latter change is just something I did for fun to more clearly communicate that things are different with the physics here.

High friction surfaces DO NOT involve any of this, since it ended up basically cheesing their existing gameplay.
2016-06-03 17:26:50 +01:00
toasterbabe 5a0432816b Forgot to make this change; now the friction thinker is DEFINITELY using less memory. 2016-06-03 15:44:21 +01:00
Alam Ed Arias 083350cab2 whitespace cleanup 2016-06-02 21:25:04 -04:00
toasterbabe 27f825f41b Dedicated laser blocks flash less awfully now. 2016-06-03 02:23:27 +01:00
toasterbabe 55bb716c1e On FuriousFox's request: All waypoint sequences now use linedef frontside texture offset for speed and row offset for sequence, ending what is a very long reign of clusterfuck. 2016-06-03 01:30:07 +01:00
toasterbabe fc0d6e5195 Movefactor removed from Friction thinker. Smaller memory footprint, less processing, and no more potential corrupting of what some objects use as a memory dumping ground. 2016-06-02 23:30:50 +01:00
toasterbabe 577f9e8801 Going beyond the scope of the branch:
*Friction linedef effect is now -
1) controlled by x offset instead of length - offset of -100 is maximum iciness, offset of +483(!!!) is the maximum sludginess BUT things are scaled such that +100 is about the maximum sludginess any reasonable human being would want in a level, 0 is ORIG_FRICTION)
2) not reliant on a sector special to function (can be applied solely by tag to in-map sectors or solid FOF control sectors)
2016-06-02 22:46:27 +01:00
toasterbabe a8248fb6c9 Added new functionality, reorganised functionality from last commit, cursed a lot. Again, more info in merge request. 2016-05-30 22:44:23 +01:00
toasterbabe 7a1b309653 Making Linedef type 7 less awful. More details (and test file) in merge request. 2016-05-29 20:47:08 +01:00
Alam Ed Arias e5a14d859e Merge branch 'public_next' into private 2016-05-27 11:37:09 -04:00
Alam Ed Arias a93d07172d Merge branch 'next' into public_next 2016-05-27 11:36:36 -04:00
Alam Ed Arias 98b1254a65 Merge branch 'master' into next 2016-05-27 11:02:44 -04:00
Monster Iestyn 0081397920 OpenGL: Fix MD2s on player 2's screen breaking when reverse gravity is involved 2016-05-27 14:53:36 +01:00
Monster Iestyn 65d9c9e167 P_NetUnArchivePlayers doesn't like having "inline" either 2016-05-27 14:49:11 +01:00
Alam Ed Arias 869d582cc4 Makefile: ignore suggest=attribute for GCC 4.6 and up 2016-05-27 01:55:52 -04:00
Alam Ed Arias 20dcf138e2 hardware: let not break MSVC support 2016-05-27 01:28:21 -04:00
Alam Ed Arias 008be7c90d hardware: start the surf as clean 2016-05-27 01:19:16 -04:00
Alam Ed Arias 4c6a807283 buildbot: let see all the errors 2016-05-27 00:57:44 -04:00
Alam Ed Arias 3297fe11ed P_NetArchivePlayers() is too bad for inline 2016-05-26 23:39:08 -04:00
Alam Ed Arias 0079b4df64 Make: compile Release build will all the speed 2016-05-26 20:39:15 -04:00
Monster Iestyn 8ceba95bfa Fix slope collision detection for the camera
See http://mb.srb2.org/showthread.php?t=41494
2016-05-25 21:10:46 +01:00
Alam Ed Arias b51a1148d1 Merge branch 'public_next' into master 2016-05-25 10:21:55 -04:00
Alam Ed Arias 71cd6af9d2 Merge branch 'next' into public_next 2016-05-25 10:17:22 -04:00
Alam Ed Arias 6466ed5afe Merge branch 'master' into next 2016-05-25 06:44:15 -04:00
Alam Ed Arias 8e32d978a1 Merge remote-tracking branch 'public/master' 2016-05-25 06:42:01 -04:00
Monster Iestyn 89f1da04fd Merge branch 'master' into next 2016-05-24 22:21:04 +01:00
Monster Iestyn 7c78b95a7d This is probably the "correct" way to set maskedtextureheight
Probably doesn't make any difference in-game at all though, lol
2016-05-24 22:11:48 +01:00
Monster Iestyn ab6d4d7aec Remove unused planefunction_t function typedef
(the number of unused things hiding around in SRB2's source code is silly lol)
2016-05-24 14:41:55 +01:00
Monster Iestyn 17346e29c3 Remove unused drawfunc_t function typedef 2016-05-24 14:38:31 +01:00
Alam Ed Arias b96b999c1e MSVC: Move x86/x64 settings into commons props 2016-05-22 21:55:55 -04:00
Alam Ed Arias 79f3d6e072 MSVC: Tidy up project files by hand 2016-05-22 11:54:32 -04:00
Alam Ed Arias 47ae39ea62 netplay: fix off by 1 2016-05-22 11:03:04 -04:00
Alam Ed Arias 4691970012 Merge branch 'master' into next 2016-05-22 01:05:43 -04:00
Alam Ed Arias 3567555598 MSVC: cleanup and enable SDLCheck 2016-05-22 01:04:21 -04:00
Alam Ed Arias f45feb77fc MSVC: kill level 3 warnings 2016-05-22 00:44:12 -04:00
Alam Ed Arias 57091261d9 MSVC: fixed up MSVC project 2016-05-21 23:53:04 -04:00
Alam Ed Arias 032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Alam Ed Arias 3b610ead7d Merge branch 'master' into next 2016-05-20 17:56:51 -04:00
Alam Ed Arias 9550f9626b r_opengl.dll: UPX and static link libgcc 2016-05-20 17:36:46 -04:00
Alam Ed Arias 80611c2384 Merge branch 'master' into next 2016-05-19 18:54:21 -04:00
Alam Ed Arias a7938783de Merge branch 'next' 2016-05-19 18:36:27 -04:00