Gustaf Alhäll
fcb20bbdd4
Fix broken scripts that rely on P_GetMobjGravity without gravity
2025-08-16 08:31:00 -04:00
NepDisk
478feacd3a
Miscellaneous OpenGL Fixes
...
Cherry-pick of https://git.do.srb2.org/STJr/SRB2/-/merge_requests/2721 and also some base srb2 helper functions
2025-08-13 12:04:44 -04:00
NepDisk
0dc7f87b7e
Rework loops to be better then they previously were here
2025-08-12 20:32:15 -04:00
NepDisk
2d57e09fae
Waypoints library for Lua
...
https://git.do.srb2.org/KartKrew/RingRacers/-/merge_requests/81
2025-08-11 18:02:27 -04:00
JugadorXEI
bffc25f198
Expose loop variables to Lua (get only)
...
Nep Note: Had to adjust a bit of this to account for the fact player_t grabbing isn't ass anymore
2025-08-11 17:20:18 -04:00
NepDisk
d164d97fc0
Fix Alt invin conflict with rings and expose some of it to lua
2025-08-02 13:04:04 -04:00
NepDisk
6d6c0f54a5
Hardcode slopeboost
...
Ported and based on the slopeboost from booststack by indev
2025-07-21 21:12:02 -04:00
GenericHeroGuy
792bb65e9e
Add compat for old P_SetScale behavior, fixes Malicious Metropolis
2025-07-21 18:13:37 +02:00
NepDisk
af6e43dcd8
Improve accuracy of movement code even more
2025-07-03 22:56:59 -04:00
NepDisk
2f84779d41
Update rest of the existing files to use blankart branding
2025-07-01 00:23:30 -04:00
NepDisk
c1ca05c6c5
Adjust some stuff to accout for how the map header toggle works
2025-06-02 15:11:39 -04:00
NepDisk
b087b5e372
Port JugadorXEI's Terrain library for Lua
...
Credits go to JugadorXEI for the code in this. https://git.do.srb2.org/KartKrew/RingRacers/-/merge_requests/103\#d1c6f6fa1ba8207cb6aaef9f4a47d9a0b6b8b5c1
Modifications have been made to account for extra terrainflags, new terraintypes and removal of Ring Racers specfic types
2025-06-02 14:38:33 -04:00
NepDisk
1ef87baf3f
refactor kartspeed code and add respawn point safety
2025-05-12 22:25:11 -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
NepDisk
105eb85bd3
Get rings from any itembox, expose more functions to lua and battle related things
2025-04-21 19:56:04 -04:00
NepDisk
1d1f697f2f
Compat changes for TOLs
2025-04-15 16:39:19 -04:00
NepDisk
f2bb124ab7
Fix TSR in compatmode
2025-04-13 10:50:36 -04:00
NepDisk
9cd4294c21
TA support for extra game toggles
2025-04-10 19:53:44 -04:00
NepDisk
2e2b90f843
Finalize Cvar and push check to lua
2025-03-31 14:04:06 -04:00
NepDisk
945704849f
stacking part 6: Implement customization cvars
2025-03-26 13:35:26 -04:00
NepDisk
0ae44e0fa0
stacking pt.4: Finish Chaining
...
Again thanks to Indev for helping me figure out why the last tick wouldn't deincrement
2025-03-25 19:14:40 -04:00
NepDisk
f0b6ef89eb
stacking pt.3: start work on chaining
2025-03-25 18:03:39 -04:00
NepDisk
7091195a95
stacking pt.2: finish stacking
2025-03-25 15:07:20 -04:00
NepDisk
077b34b37f
Make legacy waypoint helper and expose K_RingsActive and K_UsingLegacyCheckpoints to lua
2025-03-10 19:14:35 -04:00
GenericHeroGuy
8a51847fb1
Y'know what? Just make these functions one-based, sheesh
2025-03-03 21:18:07 +01:00
GenericHeroGuy
1025ac59bd
Translate MapLoad/MapChange and implicit gamemap argument
2025-03-03 19:03:36 +01:00
GenericHeroGuy
ebea1395d4
Map number compatmode
2025-03-03 01:28:51 +01:00
NepDisk
b0bbf07bdb
Custom gametype and gametyperules additions
...
Many new options have been added.
You can now specify "menucolor" when creating a gametype. This accepts a V_ colorchar flag (IE V_PURPLEMAP) and will be used to color hud elements in menus and on the HUD.
Encore is now controlled by GTR_ENCORE. This allows for custom modes that don't accept encore.
Itemodds are now controlled by GTR_RACEODDS and GTR_BATTLEODDS respectively. If neither is specified on gametype creation, completely random items will be rolled.
General GTR_FREEROAM adjustments
2025-03-02 11:41:30 -05:00
NepDisk
064be1b201
Merge branch 'bortsport' into blankart-dev
2025-02-26 19:43:22 -05:00
NepDisk
c6daa4da80
Revert 'New solid object bouncing, and updated player bouncing'
...
This reverts commit 5ac5ca89d0 .
2025-02-23 18:04:20 -05:00
NepDisk
51154e346c
rename tm to g_tm to fix C conflict
2025-02-22 01:24:53 -05:00
GenericHeroGuy
48204a5ba7
Sprite frame/char compatibility
2025-02-20 00:32:31 +01:00
NepDisk
24c0d8086a
Make respawn function shut up and expose it to lua
2025-02-18 17:51:08 -05:00
toaster
b92c125928
I_Error in all situations where mapheaders were previously allocated outside of SOC.
...
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
2025-02-11 01:52:05 +01:00
NepDisk
3350b02cc8
Long Map Names Port pt 1.
2025-02-05 17:46:21 -05:00
NepDisk
760a8574c2
Toss some backcompat lua shit under lua_compatmode
2025-02-04 07:54:32 -05:00
NepDisk
22562dc646
Fix Sunset being missing
2025-01-28 08:23:32 -05:00
NepDisk
92d86be813
Implement distance based itemodds when legacy waypoints are in play
2025-01-22 13:15:42 -05:00
NepDisk
1f86196cf5
P_SetupLevelSky compat fix
2024-12-31 00:49:09 -05:00
NepDisk
d5e45f3798
Some lua backcompat changes
...
have yet to test some of these
2024-12-27 22:39:49 -05:00
NepDisk
1766932ea9
Improve mapthing mobjlib code and expose I_GetPreciseTime
2024-10-26 02:01:58 -04:00
NepDisk
c526cc5da2
use saturn behaviour for lib_sStopSoundByID
2024-10-22 17:50:15 -04:00
NepDisk
af277ad1d9
Split G_ExitLevel into G_BeginLevelExit and G_FinishExitLevel
2024-10-15 16:19:50 -04:00
NepDisk
7277fe1dbf
remove mom from lua funcs
2024-09-13 12:12:29 -04:00
Sally Coolatta
b21352d8ac
Evict the wall gremlin
...
Gremlins happened whenever P_TryMove and P_SlideMove/P_BounceMove disagreed on what an object collided with. When TryMove said you collided with a line, but P_BounceMove said that you didn't, then you'd get gremlin'd.
To fix this, P_TryMove now can edit a struct to contain information on what it collides with. P_SlideMove and P_BounceMove no longer try to detect walls on their own and now requires this result from P_TryMove. If a slide/bounce is needed without moving the object, then you'd want to use P_CheckMove to get the result.
Nep Note: I tried implementing lua support, its probably shit lmao
2024-09-13 11:49:12 -04:00
Sally Coolatta
e4534dcf50
P_RestoreTMStruct
2024-09-13 11:32:41 -04:00
Sally Coolatta
55a8643dd3
Put tm* variables into a struct
...
This makes it significantly easier to save/restore the state of these variables, whenever we need to do so for calling movement functions in the middle of other movement functions. This will also make it easier to move it out of global variable hell if desired later.
2024-09-13 11:29:30 -04:00
NepDisk
0ef46ec9e2
add back P_ThingOnSpecial3DFloor for back compat with older scripts
2024-09-10 18:08:35 -04:00
NepDisk
6df955cdc3
Revert Track skybox within player struct
...
This was done to make lua scripts that change the skybox work again!
This reverts commit 196dc77e6faafe41203ef132580c3178ad4562de.
2024-09-10 14:43:00 -04:00
toaster
0532cc8484
Remove P_InitAngle and its kin, considered on a case-by-case basis for also setting old_angle as well.
2024-09-04 01:18:51 -04:00