Commit graph

41 commits

Author SHA1 Message Date
yamamama
d35c8c37d6 Add some effects for null-drifting 2026-02-06 17:52:32 -05:00
GenericHeroGuy
3d942226a5 Update hashes, fix floating item spriteroll 2026-01-03 00:48:23 +01:00
NepDisk
7249273ca3 Revert "Kill Alt. Invin."
This reverts commit f414006e66.
2025-12-22 20:23:45 -05:00
yamamama
f414006e66 Kill Alt. Invin. 2025-12-22 20:05:13 -05:00
GenericHeroGuy
96b766fb56 Merge branch 'blankart-dev' into itemstuff 2025-11-08 16:34:13 +01:00
NepDisk
d7ed03fab9 Remove M_Memcpy
Was quite literally a wrapper that did nothing.
2025-11-08 02:00:30 -05:00
GenericHeroGuy
efac1d27c2 Item refactor, part 1
Too much shit to explain, read the diff (you should anyway!)
Very sloppy, expect lots of fixes
TODO: SOC it all, separate "active odds" table, how to handle alt items
2025-11-06 22:59:02 +01:00
minenice55
2c04bb2ef5 generalize alt invinc to apply to any item
(with some work)
2025-11-04 21:55:30 -05:00
Anonimus
62457690a5 Add pivot vectors and alignment flags to patches
Having to rely on offsets for rotation alignment is annoying and breaks Lua.
So... let's not!
2025-10-07 14:46:03 -04:00
Anonimus
93a4824549 Fix mis-scaling of rolling offsets 2025-09-12 20:21:57 -04:00
Anonimus
b702e17547 Rolling offsets, add interp to offset rotation code 2025-09-12 14:56:39 -04:00
NepDisk
d98dd3e2dd Add variables that bake 3D offsets into a sprite
https://git.do.srb2.org/KartKrew/RingRacers/-/merge_requests/63
2025-09-12 11:50:24 -04:00
Anonimus
cc9130c2ea Alt Invincibility overlay improvements
* Separate color table for less garish colors
* Directly copies interpoltation and rotations from its source
* Uses TC_BLINK for solid color overlaying
2025-08-26 22:50:35 -04:00
NepDisk
e4d6cf3a5f Add support for interp to more stuff 2025-07-21 11:59:02 -04:00
NepDisk
2f84779d41 Update rest of the existing files to use blankart branding 2025-07-01 00:23:30 -04:00
NepDisk
9d864729db Port v.cachePatch second parameter for rotation from Classic
https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2662
2025-06-02 11:23:51 -04:00
NepDisk
479af14832 Add sliptide tilt toggle
Thanks Jon for the idea!
2025-05-23 13:51:57 -04:00
NepDisk
dede660e89 Reduce wall transfer tilting and make it only affect the player 2025-04-09 20:03:24 -04:00
NepDisk
7ce17d2c6e Various random changes
Menus, rotation and more!
2025-03-13 01:07:13 -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
James R
2522a833f4 Add SPRINFO_DEFAULT_PIVOT, change spriteinfo_t.available to bit array
Default is used if the bit is not set for a particular
frame.
2024-07-31 03:11:54 -04:00
NepDisk
ec7cfc56fb Remove Stairjank. 2024-07-29 02:59:03 -04:00
katsy
7ddaf60a54 alternate fix to #555 which doesn't crash the game 2022-03-18 20:24:06 +00:00
Jaime Ita Passos
0a9fd2c9fa Fix #555 2022-03-18 19:33:57 +00:00
James R
a90520ebdc Do not factor roll and pitch into model rollangle
Those transformations are applied separately so the model
tilts in 3d space.
2021-12-10 00:32:46 -08:00
James R
2a74ee07f1 Update underwater physics
- Reduce steering effect and remove increased friction.
- Strafe into turns and tilt the inside wheels up.
2021-12-05 20:12:48 -08:00
Sally Coolatta
4eee8ab1d7 Fix tilting in splitscreen
R_GetPitchRollAngle used R_PointToAngle. This was fine because it was meant for rendering code. However tilting does its code mostly in player thinker, and it also uses this function, so it was not fine -- it would have some remainder tilt settings from the last player's screen.
2021-06-12 02:15:00 -04:00
Sally Coolatta
48c8843feb Merge branch 'master' into stair-janking 2021-04-21 21:44:23 -04:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
James R
3f09cd4f2b Stair janking VFX
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
James R
2b173f1ec0 Rumble the jart when stepping on staircases
- Sprite tilts back and forth 5.625 degrees, two tics each
  side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
  during those 17 tics.
2021-04-10 03:22:23 -07:00
James R
5660cac3ad Stronger tilt on sliptiding + turn to face the camera
Oni's Sick Nasty
2021-04-06 20:45:47 -07:00
James R
9dcce02e5e Don't add tumble/sliptide rollangle to camera tilt 2021-04-06 20:43:31 -07:00
James R
696e405038 Lift the wheels of your jart a little when sliptiding 2021-04-06 16:25:25 -07:00
Sally Coolatta
ced33388e3 Enable slope tilting 2021-04-01 22:13:35 -04:00
Sally Coolatta
885b7673eb Makes it to kart files 2021-03-01 01:02:23 -05:00
Jaime Passos
b4b4738c94 Changes to sprite rendering:
- Added render flags (see r_defs.h)
- Implemented floor splats
- Drop shadow sprite rendering through render flags
2020-10-12 00:13:22 -03:00
Jaime Passos
3e06bd4985 Move calculation of rotated patch dimensions into its own function
Simplify rotation code when the pivot isn't in the center
2020-10-11 03:39:31 -03:00
Jaime Passos
63bdcb294e Fix rotated flipped patches 2020-10-10 19:06:29 -03:00
Jaime Passos
c40f2b3f2b Add r_patchrotation.h 2020-10-10 18:53:05 -03:00
Jaime Passos
e23929a899 Refactor patch rotation 2020-10-10 18:43:26 -03:00