Commit graph

2413 commits

Author SHA1 Message Date
toasterbabe be140d8143 Added "Flickylist = All" option.
Couldn't get it to default to anything - it was causing crashes, and new years is in ten minutes, so let's do that tomorrow.
2016-12-31 23:47:47 +00:00
Monster Iestyn 6ca806a8c0 Fix FOF lighting being stupid with repeating midtextures. 2016-12-31 20:44:16 +00:00
Louis-Antoine d4f153d3ca Random changes in the netcode lol 2016-12-31 19:26:33 +01:00
toasterbabe 311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe d3a70eb1db * All Flicky A_ functions ported.
* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
2016-12-30 19:16:20 +00:00
toasterbabe bf8bff82ba * MT_EGGTRAP (egg capsule center mobj) converted over to flickylist system.
* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
2016-12-30 14:04:04 +00:00
toasterbabe d9177f778f * Made what MI had compile.
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
2016-12-29 17:02:05 +00:00
Monster Iestyn 7711f64eb7 Whoops forgot to commit this extra thing I was doing (just disables the old code for animal spawning) 2016-12-27 21:14:19 +00:00
Monster Iestyn cecc1912fe Starting work on adding new system for spawning animals; added A_FlickySpawn and level header "animallist"/"flickylist" parameter
No idea if this compiles yet (let alone if what is there works at all), just getting this out the way so I can work on certain other things *cough plane displacement cough*
2016-12-27 21:01:20 +00:00
Inuyasha 8fb9a3b3d5 Ignore modifier keys in chat
(Fixes LSHIFT typing D repeatedly into chat)
2016-12-26 21:32:35 -08:00
Inuyasha 37c8ef6369 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-12-22 17:46:39 -08:00
Inuyasha f326b3cbf9 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2 into public_next 2016-12-22 17:45:51 -08:00
Inuyasha f4b0591174 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-12-22 17:44:28 -08:00
Alam Ed Arias 97f87827f4 hardware: init undef vars in HWR_SortVisSprites 2016-12-22 19:42:00 -05:00
Alam Ed Arias fca398ae4d Win32 Debugger: no need for Win32 interface code for SDL 2016-12-22 19:40:02 -05:00
Alam Ed Arias 1c16a4e670 m_aatree: add newline 2016-12-22 19:39:37 -05:00
Alam Ed Arias fc9a86f6d2 Mingw: fixup unsigned/signed compare 2016-12-22 19:39:14 -05:00
Alam Ed Arias 0835c17dfe CB: fixup Mingw target 2016-12-22 19:36:26 -05:00
Alam Ed Arias 8f8724fced CB: added missing C/header files 2016-12-22 19:13:46 -05:00
Alam Ed Arias a583225d79 CB: disable compiling and linking IMG_xpm.c, it was updated for SDL2 2016-12-22 19:09:08 -05:00
Alam Ed Arias 064650d93c Codeblock: fixup SDL_mixer to SDL2_mixer 2016-12-22 19:07:46 -05:00
Alam Ed Arias b32be1b9a9 Codeblock: fixup sdl-config to sdl2-config 2016-12-22 19:03:48 -05:00
Alam Ed Arias 5c295d5733 Codeblock: fixup sdl2 to sdl 2016-12-22 18:59:18 -05:00
Alam Arias fe3916a60d Merge pull request #147 from LJSonik/hook-optimisation
Hook optimisation
2016-12-22 18:26:49 -05:00
Monster Iestyn d782638da8 Merge branch 'zlib_pkgconfig' into 'master'
Zlib pkgconfig

Linux build to include libgme by default

See merge request !116
2016-12-18 21:44:19 -05:00
Monster Iestyn 752eca5253 Changed how return values work for the iteration function supplied to searchBlockmap 2016-12-18 16:53:11 +00:00
Monster Iestyn 7bcb595eaf don't make NF_SUBSECTOR available to Lua either unless HAVE_LUA_SEGS is defined 2016-12-18 15:36:19 +00:00
Monster Iestyn 02b32b3f65 Merge branch 'master' into next 2016-12-17 20:01:06 +00:00
Monster Iestyn 8e56582728 Created R_CheckTextureCache to make sure midtexture/FOF walls cache their textures before choosing colfunc_2s, for software mode 2016-12-17 19:59:54 +00:00
Monster Iestyn a9cfd12e04 Created R_GetTextureNum to make sure top/bottom/midtexture texture ids are always valid in rendering code for both software and OpenGL (and also for the Solid Midtexture effect physics code) 2016-12-16 21:38:53 +00:00
Louis-Antoine db20bfb3c3 Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists 2016-12-15 21:05:54 +01:00
Alam Arias fa8a673d3b Merge pull request #146 from mdeguzis/patch-1
readme.txt duplicated, also incorrect
2016-12-14 18:13:23 -05:00
Michael T. DeGuzis 78f5dd15b5 readme.txt dupilcated, also incorrect
readme.txt should be README.md
2016-12-14 15:07:48 -05:00
Monster Iestyn 6ae2c24484 Merge branch 'public_next'
# Conflicts:
#	src/p_user.c
2016-12-14 18:53:00 +00:00
Monster Iestyn 504e8c5f12 Merge branch 'next' into public_next 2016-12-14 18:44:50 +00:00
Monster Iestyn f8961d396f Initial commit of what I've done so far, DOES NOT COMPILE 2016-12-13 22:42:47 +00:00
Monster Iestyn 46afe9b3e0 Merge branch 'shield-actions' into 'master'
Shield actions

The branch is basically complete, I just need to figure out the best way to have the whirlwind shield let the player know you can use it.

SRB2 shields:
* WHIRLWIND SHIELD - It's like King Dedede. You can't improve on perfection. (Might get some new sprites as tells for being able to use it, though.)
* ARMAGEDDON SHIELD - Create a bomb burst whenever you pick up another of the same shield FOR FREE!
* MAGNETIC SHIELD - Homing attack towards enemies only, no stopping when you hit 'em, no zooming off if you're not near enemies.
* ELEMENTAL SHIELD - Perform a piercing stomp that rips through enemies (that don't have spikes on their heads) and creates a fire burst when you land above water.
* FORCE SHIELD - Perfect stop in midair.

S3NK shields:
* FLAME SHIELD - Additive thok on the spin button.
* BUBBLE SHIELD - Bubble bounce to 1.5*jumpheight (also rips through enemies).
* THUNDER SHIELD - Double jump, but with no uncurl and a twang noise.

Supers don't have access to shield actives. Characters with thok can superfloat like usual.

New Lua hooks:
* "ShieldSpawn" in the form function(player), hooks into P_SpawnShieldOrb.
* "ShieldSpecial" in the form function(player), hooks into the shield activation code.

See merge request !31
2016-12-13 17:06:29 -05:00
toasterbabe d8d5f31898 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-12-13 22:03:59 +00:00
toasterbabe fe6b4c4875 Reduced momentum killing of groundpound into slime per Mystic's request. 2016-12-13 21:48:16 +00:00
Monster Iestyn 6f8969aec0 Merge branch 'spindash-dust' into 'master'
Spindash dust

Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.

Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.

New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)

SF_NOSPINDASHDUST disables spindash dust for a character

See merge request !52
2016-12-13 15:15:33 -05:00
Monster Iestyn aa82042cf8 Merge branch 'credit_switch' into 'next'
No switching skins mid-credits/custom cutscene in SP

Does what it says on the tin.

See merge request !129
2016-12-13 09:33:53 -05:00
Monster Iestyn 68c8b8a68a Merge branch 'multipatchtex-translucent-cyanpixel-fix' into 'master'
Multi-patch texture support for transparency AND translucency

Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency

See merge request !56
2016-12-12 14:29:44 -05:00
Monster Iestyn 3f3a26b7d4 Merge branch 'zoom_fix' into 'master'
Zoom tube camera fix

Fixed a mistake where I accidentially allowed people to change the player angle whilst in a zoom tube when previously improving them.

See merge request !57
2016-12-12 14:29:03 -05:00
Monster Iestyn 1ec97c242a Merge branch 'smooth_ropes' into 'next'
Smoother ropes and zoom tubes

Makes rope hangs and zoom tubes suck less. Specifically, they handle corners (and vertical height changes, ala sloped rope hangs) a LOT nicer. Ported from internal.

See merge request !139
2016-12-12 14:18:36 -05:00
Sryder 93901847d3 Fix the Fixed Rounding functions 2016-12-12 00:06:48 +00:00
Monster Iestyn ab423f99c6 Optimising retrieval of sector_floorpic/ceilingpic
As LJSonic has pointed out, there's no need for a for loop in either case; just use sector->floorpic/ceilingpic as a levelflats index directly

(Besides, if that was to stop any out-of-bounds indexes being used, that's hardly the way to do it anyway)
2016-12-09 21:18:06 +00:00
Monster Iestyn d294c9d15c P_NetUnArchiveWorld now uses P_AddLevelFlatRuntime instead of P_AddLevelFlat.
Also created P_CheckLevelFlat to just return the flat # from a name, since that's all P_NetArchiveWorld really needed from P_AddLevelFlat anyway
2016-12-08 21:45:25 +00:00
Monster Iestyn 29764c574d Merge branch 'TEXTURES-additions' into 'master'
TEXTURES additions

Some new features and fixes for textures and the TEXTURES lump:

* Flipping of individual patches used by textures is now supported, both horizontally and vertically. The formatting for doing so in TEXTURES should match that of ZDoom's:

```
WallTexture EXAMPLE, 128, 128
{
	Patch TEST, 0, 0
	Patch TEST, 64, 0
	{
		FlipX
	}
	Patch TEST, 0, 64
	{
		FlipY
	}
	Patch TEST, 64, 64
	{
		FlipX
		FlipY
	}
}
```
(in other words you need { and } below the Patch you want to flip, containing FlipX if you want horizontal flipping or FlipY if you want vertical flipping... or both, if you want both!)

* Negative patch y-offsets should now work properly for multi-patch textures or single-patch textures with no holes.

See merge request !58
2016-12-07 16:33:16 -05:00
Alam Ed Arias 5e74318fb2 Merge branch 'master' into next 2016-12-06 17:29:43 -05:00
Monster Iestyn 64801a1a8e Merge branch 'sdl2-cleanup' into 'master'
SDL2 i_video.c code cleanup

Made some code look a bit neater, removed the need for some SDL2STUBs Fury placed, vid_info console command actually kind of has a use again, etc

See merge request !138
2016-12-06 17:18:47 -05:00