Commit graph

2221 commits

Author SHA1 Message Date
NepDisk
1ef87baf3f refactor kartspeed code and add respawn point safety 2025-05-12 22:25:11 -04:00
NepDisk
1d6dd4125a Remove Droptarget. 2025-05-10 07:31:51 -04:00
NepDisk
8c7d45b062 Merge branch 'blankart-dev' into mappatch 2025-05-06 15:11:51 -04:00
GenericHeroGuy
20396e14cb Operation: Save Megablock Castle
Two new finish line flags:
Single-Use, to make a finish line that only works on lap 0 and nowhere else
Require Sector Special, for the maps with FOF finish lines

For waypoints, the "flip finish line" flag on arg0 has been removed.
Instead, arg4 is now dedicated to holding flags applied to the finish line.
2025-05-06 20:43:31 +02:00
James R
67888c237d Activate sector each time / once actions when mobj touches the ground
Before

- Each time / once only activates when the mobj's sector
  changes
- The activation may depend on the mobj touching the floor
- If the mobj is in the air when the sector changes, the
  action will never be activated

After

- Each time / once actions that require floor touching
  also activate every time the mobj lands on the ground
  from the air (regardless of whether the sector changed)
2025-05-06 19:07:53 +02:00
NepDisk
19e8dc6691 Remove Check water from spots that shouldn't use it 2025-05-05 18:59:13 -04:00
NepDisk
4beb4e6f02 Only Run patch waypoint functionality on patched maps
The Wiki says its only active on patched maps, so I'm acutally making that true.
2025-05-05 09:08:17 -04:00
GenericHeroGuy
54a628bdfd Enable waypoints for patched maps 2025-05-03 18:09:40 +02:00
NepDisk
c3bae82317 Update waterrun conditions and make water trails spawn on items 2025-05-01 10:22:09 -04:00
NepDisk
9584982685 Revert Rewrite mines
As much as this pains me, this might be needed for lua compat.

This reverts commit 1381a56077.
2025-04-29 18:10:57 -04:00
Anonimus
00470714c0 Make bots drift 2025-04-25 16:21:57 -04:00
NepDisk
6ee27d76de Fix up and remove some objects 2025-04-24 16:07:37 -04:00
Sally Coolatta
2c50b2ee58 Remove P_NightsItemChase
Keeps being called in some strange instance by rings, even though the case that calls it shouldn't happen, and causing a crash -- just delete it.
2025-04-23 18:02:37 -04:00
Sally Coolatta
272ebc164d Make ring respawn a division
Lets it stay very long for 1v1 like we want, but not matter the closer it gets to 8 players. Tired of people spamming rings to compensate for this problem :V
2025-04-23 17:14:25 -04:00
NepDisk
012df40fcd Terrain Def Mapheader toggle 2025-04-21 13:31:41 -04:00
NepDisk
89478cdd47 Fix lingering nights score 2025-04-13 18:07:29 -04:00
NepDisk
af06da6560 Port v1 objects pt 6: Port 2.1 bosses 2025-04-13 17:39:35 -04:00
NepDisk
94cc3ac59f Remove some confcliting objects 2025-04-10 11:56:54 -04:00
NepDisk
af9d7a4522 Merge branch 'blankart-dev' into portv1objects 2025-04-09 20:04:47 -04:00
NepDisk
dede660e89 Reduce wall transfer tilting and make it only affect the player 2025-04-09 20:03:24 -04:00
NepDisk
a580bc9433 Port v1 objects pt 4.5: extra stuff 2025-04-09 16:39:58 -04:00
NepDisk
f0a6a112ac Port v1 objects pt 4 2025-04-09 13:45:35 -04:00
NepDisk
daf5fdf748 Remove Bumper Death animation 2025-04-07 21:01:01 -04:00
NepDisk
32b9b82dc2 Port v1 objects pt 3 2025-04-07 17:54:14 -04:00
NepDisk
1fb07bacb7 Port v1 objects pt 2 2025-04-07 00:32:32 -04:00
NepDisk
7983b94cf3 Porting v1 objects part 1 2025-04-06 12:34:50 -04:00
Alug
d5c257d2ac fix one -Wmaybe-uninitialized warning 2025-04-05 14:47:21 +02:00
James R
06c584d1fd Don't reset camera position when spectating
Fixes a software renderer crash due to hitlag VFX from the
player's death (death from spectating) being too close to
the camera.
2025-04-01 23:12:37 -04:00
Alug
7656b519bf fix postimg data types mismatch
also remove the "postimgflag_t" typedef since its useless
and use smoler type for everything we dont need much space lol
2025-03-30 10:38:36 -04:00
Alug
6b1de73341 move postimg flags to camera struct
- also dont let water and heat be applied on top of each other since it does not look good (water postimg takes priority over heat)
- also save a little time in opengl splitscreen since it does not support heat or wöter effects
2025-03-30 10:33:48 -04:00
Alug
fe30efacdd refactor postimg stuff so it can be combined with each other better
thx much indev! <3
everything now works with encore!
software now also supports screen effects in splitscreen!
2025-03-28 18:22:01 -04:00
NepDisk
2ed793518e Remove extra height from boostflame 2025-03-27 00:24:38 -04:00
NepDisk
769f41dba1 Use 32 instead of maxplayers 2025-03-27 00:13:21 -04:00
NepDisk
945704849f stacking part 6: Implement customization cvars 2025-03-26 13:35:26 -04:00
NepDisk
a68eb51465 stacking part 5: Implement stacking visual 2025-03-26 09:37:29 -04:00
NepDisk
cf09ac0023 Check for removed mobj for loop 2025-03-24 09:26:50 -04:00
NepDisk
abcb9842dd Fix wacky workbench bouncy and other line based effects running many times 2025-03-17 18:46:12 -04:00
NepDisk
76ec93f957 Allow Mobjs to waterrun
Waterrunning has been moved over to flag2 MF2_WATERRUN
Applying the flag allows to stand/move on water.
2025-03-17 14:16:44 -04:00
NepDisk
0a41771926 Fix many cases of ? with replacements 2025-03-14 20:26:51 -04:00
NepDisk
24d52d593e Refactor bubbleshield collide, use splitflags for analog input display, don't run waypoint update code on legacy checkpoints 2025-03-14 17:31:51 -04:00
NepDisk
7de921f471 Reset Rolling here as per usual 2025-03-13 06:43:55 -04:00
NepDisk
52b532f265 Make sloperoll+pitch toggleable and make cameratilt not rely on sloperoll toggle
The toggle is handled in renderer for both gl and software!
2025-03-11 22:48:02 -04:00
NepDisk
95750e50e4 Implement MultiItems into capsules/dropped items as well 2025-03-10 15:18:58 -04:00
NepDisk
033b65a70b Move Waypoint check code to P_DeathThink 2025-03-09 09:30:21 -04:00
NepDisk
d7162bed71 implement safe guards for softlock respawns in New Waypoints
if you fail to respawn properly (die while respawning) you get placed at the next waypoint. Code was also adjusted so the next waypoint can't be the same as your current one if you are detected as going backwards, helps on turns that sometimes face you towards the previous waypoint. Respawning angle for both respawn fallbacks now gets the angle by comparing x and y of the current waypoint and next waypoint to guarntee you are facing the correct direction
2025-03-08 15:37:14 -05:00
NepDisk
fbb7335011 Revert "Fix Bubble Shield duplicate collisions"
This doesn't really apply to us since we don't have hitlag and it causes problems.

This reverts commit b048467aa2.
2025-03-07 17:30:53 -05:00
NepDisk
678ce10475 Fix some P_AllowMobjSpawn conditions 2025-03-03 08:30:36 -05:00
NepDisk
ef11c55b41 Merge and Update Flameshield overhaul concept 2025-02-28 00:54:24 -05:00
NepDisk
0fb89d2568 Underwater: player must be submerged for 15 seconds to play a gasp when they resurface 2025-02-27 13:04:00 -05:00
James R
91445a5856 MT_FLOATINGITEM: use K_UpdateMobjItemOverlay 2025-02-27 12:54:49 -05:00