Commit graph

2260 commits

Author SHA1 Message Date
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
James R
152bb32609 Add K_UpdateMobjItemOverlay 2025-02-27 12:51:27 -05:00
James R
05e926f540 Merge branch 'overlay-offsets' into 'master'
MT_OVERLAY exception flags

See merge request KartKrew/Kart!878
2025-02-27 12:49:23 -05:00
NepDisk
b048467aa2 Fix Bubble Shield duplicate collisions
8c1771112c
2025-02-27 12:34:28 -05:00
NepDisk
5e26516453 S3K Shields: remove splitscreen-dependent mobj position behaviour
a134465e65
2025-02-27 12:27:54 -05:00
NepDisk
064be1b201 Merge branch 'bortsport' into blankart-dev 2025-02-26 19:43:22 -05:00
NepDisk
475524e7ad Add shield sounds and rework bubbleshield
BS now only has two defend / attack uses, trap gives less height and you can dropdash from the trap
2025-02-25 11:40:25 -05:00
James R
ef6addf5d8 Add K_GetRollingRouletteItem, refactor item drawers
Roulette now cycles through all single items (that have
odds). Added missing shields and drop target.
2025-02-24 22:45:23 +01:00
Sally Coolatta
6b6b180738 Remove itnext at top of MobjThinker also 2025-02-24 21:51:44 +01:00
Sally Coolatta
2864b2abd6 NULL itnext in general on removal 2025-02-24 21:51:26 +01:00
NepDisk
3779da57a5 Add more stuff to mapnamespace 2025-02-24 00:53:59 -05:00
NepDisk
d527740767 Modify and update code for new assets 2025-02-23 17:01:59 -05:00
NepDisk
0d4c4a74f6 Merge branch 'blankart-dev' into bortsport 2025-02-22 22:21:09 -05:00
NepDisk
e562d838b5 bumpspark, bumpspring and small code refactoring and cleanup 2025-02-22 21:53:09 -05:00
NepDisk
51154e346c rename tm to g_tm to fix C conflict 2025-02-22 01:24:53 -05:00
GenericHeroGuy
160897f5ca mapcompat + udmf_namespace = mapnamespace 2025-02-20 19:49:13 +01:00
GenericHeroGuy
37969a3415 Add mapcompat global (AKA fix remapping on palette texture skyboxes)
Rather than setting udmf earlier in P_SetupLevel and continuing to awkwardly
check udmf everywhere, I'm adding a new global solely for compat purposes.

For now, have it mirror udmf to avoid supporting two binary formats.
(still keeping the 2.2 conversion code tho?)
2025-02-19 22:45:34 +01:00
NepDisk
dcb3570475 Merge pull request 'Add support for longmapnames' (#22) from longmapnames into ACS2
Reviewed-on: https://codeberg.org/NepDisk/blankart/pulls/22
2025-02-17 22:38:05 +00:00
NepDisk
122b269601 Step up code shit again 2025-02-12 21:29:47 -05:00
toaster
1475feb734 Refactoring ahoy
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
    * Add a cache of level IDs to cups, to go with the strings.
    * Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
    * Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
    * Countdowntimer? 💥
    * Startrings? 💥
    * sstimer/ssspheres? 💥
    * forcecharacter? 💥 (distinct from forceskin)
    * interscreen? 💥
    * sstage_start/end and smpstage_start/end? 💥💥💥💥
    * You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
2025-02-11 17:22:34 +01:00
NepDisk
5c2d8b744c Properly fix Balloon colors 2025-02-10 12:59:29 -05:00
NepDisk
e8ce92d3ef Make goo like v1 kart 2025-02-10 05:37:35 -05:00
NepDisk
7881542a01 readd pogospring gravirt 2025-02-10 05:27:32 -05:00
NepDisk
0fe1da37f8 Make Blockplayers UDMF only, revert ML_BLOCKPLAYERS to ML_EFFECT6 , readded override gravity flag and fix up binary conversion code. 2025-02-10 05:22:32 -05:00
NepDisk
608b7070be Fix typo and make like v1 2025-02-10 02:06:36 -05:00
MascaraSnake
f422db029e Fix custom ambient sound mobjs not working 2025-02-10 01:27:08 -05:00
NepDisk
71a874f582 Add R_PointOnSideFast and R_PointInSubsectorFast and use it to optimize some stuff 2025-02-09 18:45:53 -05:00
NepDisk
bf0b3dfddf Add SSF flags for kart specials, use SSF for compat, implement way to set offroad and tripwire without terrain 2025-02-09 18:45:52 -05:00
GenericHeroGuy
82b17eb7b9 Fix crumbling FOF in Ancient Tomb (and missing flags for pushables)
What a fucking ride... I spent an hour stepping through T_StartCrumble
and P_CheckSector and whatnot only to realize the gargoyle isn't supposed to
have MF_PUSHABLE because it has the ambush flag set
2025-02-09 18:45:52 -05:00
NepDisk
718960ffdc Add R_PointOnSideFast and R_PointInSubsectorFast and use it to optimize some stuff 2025-02-09 12:27:04 -05:00
NepDisk
410ef4989b Add SSF flags for kart specials, use SSF for compat, implement way to set offroad and tripwire without terrain 2025-02-08 12:38:58 -05:00
GenericHeroGuy
e6b502dae8 Fix crumbling FOF in Ancient Tomb (and missing flags for pushables)
What a fucking ride... I spent an hour stepping through T_StartCrumble
and P_CheckSector and whatnot only to realize the gargoyle isn't supposed to
have MF_PUSHABLE because it has the ambush flag set
2025-02-06 02:54:48 +01:00
NepDisk
15b88c2c5e Kinda fix time over cam pt1
It kinda works but it never turns around
2025-02-04 13:12:08 -05:00
GenericHeroGuy
2f23cedf19 Don't break UDMF maces (why am I even checking UDMF in binary conversion code) 2025-02-03 16:29:26 +01:00
NepDisk
c51b6ae5e3 Restore nights bumper object 2025-02-02 07:48:59 -05:00
GenericHeroGuy
a1c2b7f72e Restore 2.1 mace setup 2025-02-02 03:21:41 +01:00
GenericHeroGuy
886fc8a475 Fix the extremely laggy trees in Aurora Atoll 2025-02-01 17:46:47 +01:00
GenericHeroGuy
a6e7c6b70d The purple drift...
...and more changes nobody asked for
2025-01-31 03:27:21 +01:00
NepDisk
53b7df71d1 Apply gravity to more springtypes in binary 2025-01-30 17:28:29 +00:00
GenericHeroGuy
dabd068110 Fix Super Rainbow Road springs and FOFs 2025-01-30 17:37:37 +01:00
NepDisk
a148d4e17b Seperate out itemflags 2025-01-27 12:24:19 -05:00
NepDisk
7e1caec293 use RR's version of Mobj spawn height since we have cpp now 2025-01-27 01:53:44 -05:00
NepDisk
1b25b42835 Add new flags for toggling death effects 2025-01-26 17:57:58 -05:00
NepDisk
577c0ac4b4 Reintroduce MF_FIRE 2025-01-25 11:20:35 -05:00
GenericHeroGuy
6f032ce9c8 Revert "2.1 palette pt 1"
This reverts commit d22db75409.
2025-01-24 16:57:44 +01:00
Sally Coolatta
713ac093bf devmode cheat online 2025-01-10 11:36:04 -05:00
NepDisk
7948720595 Revert cheats streamine but keep stuff needed for online cheats
cheats 1 is not desired appearently

This reverts commit 9fbe107211.
2025-01-10 11:16:16 -05:00
James R
3afae7a231 Rearrange player cheat flags
PC_GODMODE -> PF_GODMODE
PC_NOCLIP -> MF_NOCLIP
2025-01-10 10:10:41 -05:00
Sal
9fbe107211 Merge branch 'cheats-streamline' into 'master'
Streamline cheats

See merge request KartKrew/Kart!697
2025-01-10 10:03:52 -05:00
NepDisk
be1308b0cf New Drift Effect
Much less of an eyesore then final RR while still looking cool!
2025-01-09 20:14:24 -05:00
NepDisk
f7ab1af75b Merge pull request 'Port Lua based backwards compat to hardcode.' (#6) from luacompat into ACS2
Reviewed-on: https://codeberg.org/NepDisk/blankart/pulls/6
2025-01-09 18:32:28 +00:00
NepDisk
7f355a35ca cherrypikcs from 'miniladder-16' 2025-01-09 13:19:48 -05:00
Sally Coolatta
6b27b981a4 Overlays use dispoffset instead of position hack 2025-01-09 12:57:31 -05:00
NepDisk
fe6ce0f2f3 Disallow emerald spawns like v1 2025-01-07 07:56:15 -05:00
NepDisk
7e2900f868 Merge branch 'ACS2' into luacompat 2024-12-31 10:27:40 -05:00
NepDisk
ac3e8827a7 Rename back to thundershield, update doomdata.h ml_flags, update constants 2024-12-31 01:31:03 -05:00
NepDisk
82dfe605f3 mobj_t: add shadowcolor member to change shadow palette index 2024-12-30 19:54:29 -05:00
NepDisk
605b32a7cc Making Following rocks on binary work like kart v1 2024-12-27 00:52:18 -05:00
James R
5cb20f5480 P_TryMove: sweep collided lines to find nearest normal 2024-12-25 13:30:59 -05:00
NepDisk
f996d869db misc fixes
Fix time limit, disable mobjscramble, fix paranoia compile, clean up refernces code, fix driftdust negative refernces
2024-12-17 23:53:51 -05:00
NepDisk
3622b78b3e Readd SPB karma modes, remove every hit rewarding bumpers, allow flashtics again 2024-12-17 17:57:47 -05:00
NepDisk
a5b76597eb Remove Shpereboxes 2024-12-17 10:29:53 -05:00