toaster
e29f113047
Merge branch 'master' into capsules
2021-11-30 13:50:46 +00:00
James R
7180027c9f
Merge branch 'ceiling-bump' into 'master'
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Ceiling clipping is satisfying
See merge request KartKrew/Kart!466
2021-11-30 04:09:19 +00:00
James R
b479fdcef6
Merge branch 'jelly-racers' into 'master'
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Squashing and stretching
See merge request KartKrew/Kart!420
2021-11-30 04:00:03 +00:00
Sally Coolatta
c43f8da5e6
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
2021-11-29 08:20:27 -05:00
Eidolon
1550210188
Implement interpolation at the renderer level
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Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2021-11-29 06:43:46 -05:00
James R
1e73c842e2
Run squish effect for players too
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This is ironic.
2021-11-28 23:14:53 -08:00
James R
696ca049d8
Apply momentum based squash and stretch to every object
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Also netsave.
2021-11-28 22:43:48 -08:00
James R
72ded01ac8
Smoother ceiling clipping
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- Apply some gravity immediately.
- Play the bump (like against walls) effect.
2021-11-28 21:45:31 -08:00
James R
17b3cd205e
Merge branch 'snapify-hitlag' into 'master'
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Snap da sentinel like hitlag
See merge request KartKrew/Kart!458
2021-11-28 00:29:29 +00:00
Sally Coolatta
cb5ea8b335
Add basic damage hitlag effects
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- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
2021-11-27 13:38:45 -05:00
SteelT
d1a5a82980
Spring grease vfx is no longer visible when you're airborne
2021-11-26 23:44:06 -05:00
toaster
6ad177cb42
Gainax eyesparkle (surprisingly, not a name for a pony...)
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* Hold lookback to create a tiny twinkle in your eye.
* If an opponent is behind you, that sparkle is pretty big and plays a cool animation.
* If an opponent is behind you and you have an item, initiate the Chengi Gleam.
* These sparkles are only visible for every player except you. (Currently even with hyuu ghostliness)
2021-11-21 21:39:43 +00:00
lachablock
e2c0f6638f
Fix item capsules in reverse gravity
2021-08-02 13:57:27 +10:00
lachablock
05749b9773
Add special behavior for SPB item capsules
2021-06-21 22:39:21 +10:00
lachablock
6477176c31
Don't add item capsules to the respawn queue
2021-06-21 15:33:38 +10:00
lachablock
baae615d08
Capsules FINALLY spawn properly on FOFs, and aerial capsules scale from the bottoms instead of their centers
2021-06-21 15:10:57 +10:00
lachablock
90269c1a91
New item capsule respawn functionality
2021-06-21 13:11:21 +10:00
lachablock
27489edd3d
Don't spawn ring capsules in GTR_SPHERES gametypes
2021-06-21 12:09:34 +10:00
lachablock
8f93cdbb6b
Revert item capsule respawn queue changes
2021-06-21 11:42:02 +10:00
lachablock
1b41db9edc
Fix mapload crash caused by capsules
2021-06-16 12:30:21 +10:00
lachablock
e981de3c33
- Color Record Attack-persistent capsules sapphire
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- Make invincibility capsules glow rainbow
- Fix aerial capsules not scaling to full size
2021-06-15 13:41:53 +10:00
lachablock
da37ba8238
Allow scripts (or other outside sources) to easily change the properties of an item capsule
2021-06-14 23:04:28 +10:00
lachablock
9151d31512
Allow only ring capsules to spawn in Record Attack, and add the ability for Extra to invert this behavior
2021-06-14 22:59:05 +10:00
lachablock
459c5615af
- Added respawn functionality to item capsules
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- Restructured some item capsule code to reduce thinker density and allow the item capsule parts to think after the capsule
- Super Ring capsules are now semibright
2021-06-14 19:04:55 +10:00
lachablock
7e1a29310f
Add item capsule Ambush flag scaling; attempted gravity fix
2021-06-14 13:47:15 +10:00
lachablock
debfb41423
Merge remote-tracking branch 'origin/master' into capsules
2021-06-14 12:20:53 +10:00
lachablock
b78db12b0d
Add item capsules
2021-06-14 12:20:39 +10:00
lachablock
f031177ca4
Add some generalized functions for getting floating item frames
2021-06-12 14:12:45 +10:00
SteelT
b3cee8b8fc
Merge branch 'master' into trick-panels-changes
2021-06-10 23:45:35 -04:00
toaster
53806d41e0
Orbfterimages.
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Fixes mistakes made in !408 and !418 , resolving #173 .
2021-04-27 20:29:30 +01:00
Sally Coolatta
0bc19152ca
Fix Advance 2 afterimages conflicting with fade-out afterimages
2021-04-23 19:17:29 -04:00
Sal
42420eabc2
Merge branch 'more-mace-sound' into 'master'
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More mace sound
See merge request KartKrew/Kart!421
2021-04-23 01:15:33 -04:00
Latapostrophe
29e11a0378
changes to the delay, boost when doing upwards trick
2021-04-22 15:11:15 +02:00
Sally Coolatta
48c8843feb
Merge branch 'master' into stair-janking
2021-04-21 21:44:23 -04:00
Sally Coolatta
80ff9f2203
Some fixes
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- Use SKINCOLOR_PURPLE instead of SKINCOLOR_THISTLE for the drift boost explosion.
- Use steering instead of cmd.turning in a few places. I dunno if I forgot to change these, or if it was accidentally reverted, or what. (Anything with a specific reason to use cmd.turning over steering will have a comment near it saying why.)
2021-04-20 13:21:26 -04:00
lachablock
5e327e09c6
Merge master (resolve structgunch conflicts)
2021-04-20 16:09:59 +10:00
lachablock
6e9c3cd864
Lightning sparks when releasing purple/rainbow drifts
2021-04-20 15:57:45 +10:00
Sally Coolatta
0e2b36e484
Purple sparks
2021-04-16 23:00:58 -04:00
Sally Coolatta
49d99e3a31
Do the spinning mace sound every half spin, instead of every full swing
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This matches how Marble Garden maces worked in Sonic 3 more closely, and also just makes it plain easier to hear them in a fast-paced race.
2021-04-13 04:28:41 -04:00
James R
3f09cd4f2b
Stair janking VFX
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Little sparks spawn on one side of your jart while
stepping, plays for 4 frames on each side.
Loops if 10 tics of the janking animation remain.
2021-04-11 18:57:31 -07:00
toaster
2d88026cdf
Maces now have their fadeytrails again.
2021-04-11 14:53:28 +01:00
James R
1fc942e47a
Fix tilting on backward slopes
2021-04-06 18:17:04 -07:00
James R
f1a2a0a20d
Tilt 90 degrees off half pipe
2021-04-06 16:25:25 -07:00
Sally Coolatta
8bb1fa57d4
Merge branch 'master' into 22-merge-again
2021-04-05 01:11:26 -04:00
toaster
cf59809852
Fixed some of the worst of it, but still has inconsistencies with the lookup tables we generated for main.kart - will provide evidence on Discord.
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(side note, it's weird as hell that code we inherited from vanilla next - and i checked, it wasn't mangled in the merge - has bugs that straight up prevent it from functioning properly...)
2021-04-01 00:05:05 +01:00
toaster
40cbc30bff
Mammoth commit, sorry.
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All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
toaster
a4cf9932f0
Fixed flashingtics being set on subsequent maploads.
2021-03-29 18:40:18 +01:00
toaster
45c0e48e16
Resolve #147 by making players not have flashingtics if they spawn before the end of the intro.
2021-03-29 00:03:33 +01:00
toaster
4e3b4a82f9
Resolve #136 - mapobjectscale is working again.
2021-03-28 22:33:43 +01:00
Sally Coolatta
420a6ccccb
Fix Dehacked loading
2021-02-28 22:39:47 -05:00