Commit graph

93 commits

Author SHA1 Message Date
GenericHeroGuy
c89333a924 Get rid of the ancient Android backend
Doesn't seem to have been properly maintained since 2009
2025-05-25 22:33:24 +02:00
NepDisk
171eafee1f Use a Custom sound for Low Rings
Yes its the same one from Gunstar heroes like RR
2025-05-22 09:08:24 -04:00
NepDisk
7d7e107fc2 Lower starting Rings back to 5 2025-05-22 08:30:51 -04:00
NepDisk
deb447aec7 Port salty hop, changes for new terraindefs in assets 2025-05-20 17:07:13 -04:00
GenericHeroGuy
4d3f43b8e4 Move skincolors definition from doomdef.h to info.h
Recompiling 80% of the codebase every time was getting on my nerves...
also clean up initialization a bit
2025-05-19 17:29:55 +02:00
GenericHeroGuy
360e7419e8 Merge branch 'blankart-dev' into infostuff 2025-05-19 15:23:51 +02:00
NepDisk
3c941ac6a4 Remove OPUS
As much as I would like it, Windows is garbage. Assets update coming soon
2025-05-19 08:09:45 -04:00
NepDisk
05f1e18084 Large Menu commit
Ports 2.2's scrolling menu, port SRB2Kart Custom build Menucap cvar, register new menus
2025-05-18 23:55:03 -04:00
NepDisk
bf4e879c82 Update hash 2025-05-17 07:27:02 -04:00
NepDisk
575c6551ea Add mappatch.pk3, Allow patches to remove existing mapthings. 2025-05-16 08:41:14 -04:00
NepDisk
ab6962e05b Update hash for 1st map patch 2025-05-15 21:08:16 -04:00
NepDisk
3163dcf9c4 Remove bird window shake
sorry jartha
2025-05-15 14:35:46 -04:00
GenericHeroGuy
1fa9a7cb8e Refactor info table initialization
We SOCced this stuff ages ago, time to exploit it
Also fixes resetdata kek
2025-05-14 17:28:41 +02:00
GenericHeroGuy
1b095d220e Why stop there? Go for skincolors too :^) 2025-05-14 16:06:11 +02:00
NepDisk
72130dfd99 Update hash for assets additions 2025-05-12 12:47:58 -04:00
NepDisk
9b538c9db2 Update hashbrown 2025-05-10 07:54:45 -04:00
NepDisk
1d6dd4125a Remove Droptarget. 2025-05-10 07:31:51 -04:00
NepDisk
d8e1083429 Refactor some HUD elements and bring colorized hud support 2025-05-05 17:51:39 -04:00
NepDisk
560917544a Update mine branch hash 2025-04-30 18:36:36 -04:00
NepDisk
ed010edbc2 Frying hashbrowns 2025-04-29 11:21:38 -04:00
GenericHeroGuy
4e9ffdaf13 Scrub more references to MD5 2025-04-26 00:57:51 +02:00
GenericHeroGuy
b7f4effe9b Replace MD5 with xxHash for file hashing
Yes, I had to do everything in one sweep, everything's connected...
Incremented demoversion since this changes the header format
2025-04-26 00:25:23 +02:00
NepDisk
6ee27d76de Fix up and remove some objects 2025-04-24 16:07:37 -04:00
NepDisk
869bf3bd9d Update the hashbrowns 2025-04-17 03:14:33 -04:00
NepDisk
274cd8e65b Update hash for menu stuff and remove NOMD5SUM 2025-04-12 13:21:58 -04:00
NepDisk
9cd4294c21 TA support for extra game toggles 2025-04-10 19:53:44 -04:00
NepDisk
d05167a2db Update hash 2025-04-03 11:49:54 -04:00
GenericHeroGuy
c936c24d15 Replace mainwads with an enum
The mainwads check in G_SetGameModified is replaced by a modifiedgame check
in D_SRB2Main
2025-04-03 17:36:13 +02:00
NepDisk
721d0f9450 Port the SRB1 badniks 2025-04-03 10:15:19 -04:00
NepDisk
408a64ab4b Merge branch 'blankart-dev' into freecamspectate 2025-04-01 13:21:58 -04:00
NepDisk
9a8c89b1d8 Various HUD additions
Wide lap sticker, hud element offsets, GetHudColor Helper, Circle Input display option
2025-03-30 20:05:09 -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
James R
f72aa63f36 Interpolate view, even when paused
Fixes slideshow movement with demo freecam while paused.
Does not appear to jitter like texture scrollers do.
2025-03-30 08:42:43 -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
GenericHeroGuy
fa5cf63d83 Fix the intermission background
Also, if there's no y_buffer available, draw SRB2BACK instead of whatever
garbage is in screens[1]
2025-03-26 23:06:21 +01:00
NepDisk
d2f4ee4dae Update MD5 again lmao 2025-03-26 14:58:00 -04:00
NepDisk
e774c74257 Update MD5 for main.pk3 2025-03-26 14:39:45 -04:00
GenericHeroGuy
dc791e494d Merge branch 'blankart-dev' into socmenus 2025-03-26 18:49:30 +01:00
NepDisk
032e08afef Update main.pk3 hash
We are now enforcing this now that we acutally have files. Remember to use zopfil with blankart-assets
2025-03-25 10:15:42 -04:00
NepDisk
7229a2828f Move Hashes and filename 2025-03-25 10:05:44 -04:00
GenericHeroGuy
a609c7b5ce Replace prevmenu with menustack
menustack[0] replaces both menuactive and activeMenuId
Hopefully this is the last major change to the codebase...
2025-03-23 01:47:19 +01:00
NepDisk
32709797a3 Remove advancedemo
0230b57aa8
2025-03-22 11:29:45 -04:00
GenericHeroGuy
f51868ed3f No more menu_t definitions, use menutype constants everywhere 2025-03-22 01:40:33 +01:00
GenericHeroGuy
fca25051cb SOC the server connection menu 2025-03-22 00:45:38 +01:00
GenericHeroGuy
a23197cf8d god i hate cvars 2025-03-15 03:54:17 +01:00
GenericHeroGuy
fb230a27d3 Restore mouse aiming 2025-03-11 00:04:34 +01:00
GenericHeroGuy
e61c43a852 Merge branch 'blankart-dev' into newinput 2025-03-10 23:26:30 +01:00
NepDisk
b9ad30c9e2 Add BlanKart Credits and append new scene to intro 2025-03-08 11:00:54 -05:00
Sally Coolatta
0a98ca63ab First pass on character select device select
Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V

Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.

(G: finally, a commit that mostly survived... deviceResponding is useless
    for us right now but might as well keep it. maybe easier assignment on
    the multiplayer setup menu in the future?)
2025-03-07 23:44:59 +01:00
GenericHeroGuy
f419ccee57 New input handling (port of cd8862f0)
More or less a port with gamecontrols left untouched.

Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
  check which of data2/3 is INT32_MAX and which one isn't
  (pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault

Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
  after the removal of axis cvars (gamepad select and deadzone)

See cd8862f0's message for more details
2025-03-07 00:05:35 +01:00