Commit graph

845 commits

Author SHA1 Message Date
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
b84257f2ab Fix water stepup conditions 2025-03-17 11:36:03 -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
0495190a08 Fix Stepup issues for the most aprt.
This fixes midtexture stepover and extreme stepup such as the jank line in greenhils
2025-03-13 06:36:16 -04:00
GenericHeroGuy
2aa52a15b6 Revert P_CheckPosition's MF_NOCLIP behavior
Seems to have been unintenionally yoinked in 122b2696,
and it causes an obnoxious amount of lag for grindrails
2025-03-03 22:26:07 +01:00
NepDisk
5caee8cc09 Fix type check for Land Mines vs Drop Target/Bubble Shield expand
b2268157fd
2025-02-27 12:58:13 -05:00
NepDisk
55405600ea Fix rare Bubble Shield crash
30d7e94ece
2025-02-27 12:24:14 -05:00
NepDisk
80453af9b5 Fix pvp damage code to be more accurate to v1 2025-02-26 21:17:47 -05:00
NepDisk
064be1b201 Merge branch 'bortsport' into blankart-dev 2025-02-26 19:43:22 -05:00
NepDisk
8b142ceb62 Add kartstats
4942db2806
2025-02-25 14:00:10 -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
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
NepDisk
122b269601 Step up code shit again 2025-02-12 21:29:47 -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
ffe3b8e9ed Nerf tripwire knockback to account for the lack of hitlag 2025-02-08 18:11:55 -05:00
NepDisk
36109d0a1d Add RF_ALWAYSONTOP flags 2025-02-05 10:27:11 -05:00
NepDisk
577c0ac4b4 Reintroduce MF_FIRE 2025-01-25 11:20:35 -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
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
0ee728c1eb Fix speedpad and spring angle updates online 2025-01-09 10:14:21 -05:00
Alug
4cb315bfe7 shut up some compiler warnings 2024-12-31 16:56:35 +01:00
James R
4a2b18b981 Line sweep polyobject sides
Gremlin III vanquished for Balloon Park elephants.
2024-12-25 13:32:23 -05:00
James R
5cb20f5480 P_TryMove: sweep collided lines to find nearest normal 2024-12-25 13:30:59 -05:00
NepDisk
3d26be2158 Revert "Remove Brak Eggman"
This reverts commit 364651ac39.
2024-12-09 17:21:46 -05:00
NepDisk
c762761eff Fix Spring angle
Yes this is duped code but I can't be assed to figure out why the previous broke shit
2024-11-16 21:18:06 -05:00
NepDisk
049c182288 Massive warning clean up 2024-10-23 00:01:03 -04:00
NepDisk
c48f432c11 Merge branch 'v2dev3' into ACS2-ReadonlyMapthing 2024-10-19 17:07:44 -04:00
James R
625ce5e631 Fix negative reference counting in P_RestoreTMStruct
This fixes some thinkers never being removed due to having
negative reference counts.

And here's a breakdown of why the old code could produce
negative reference counts:

Consider P_CheckPosition. This function calls P_SetTarget
on tm.thing but does not call P_RestoreTMStruct. This
means that tm.thing will not be NULL the next P_SetTarget
is called on it. What are the implications of this?
Consider the following series of events:

- P_CheckPosition is called, tm.thing != NULL afterward
- Another function saves the tm struct and sets tm.thing to a different mobj
- - the old tm.thing will have its references decremented
- - the new tm.thing will have its references incremented
- This function calls P_RestoreTMStruct

What should happen when P_RestoreTMStruct is called? The
*new* tm.thing should have its references *decremented*
and the *old* tm.thing should its references
*incremented*, of course, for symmetry with P_SetTarget.

The old code correctly decremented new tm.thing's
references but did not increment old tm.thing's
references.
2024-10-19 17:04:31 -04:00
Sally Coolatta
9a74b694ba Reference count tm.floorthing and tm.hitthing 2024-10-19 17:04:09 -04:00
NepDisk
b5c21c8d88 Read-only mapthing_t 2024-10-16 13:11:13 -04:00
NepDisk
afecac0c00 Remove unused titlecard code, some unused sounds and simplify pvp damage code 2024-10-12 22:02:51 -04:00
NepDisk
9d6c643f6c Remove DMG_WUMBO comboing and fix respawn lua value 2024-10-08 21:38:59 -04:00
NepDisk
2788d699d4 Fix make battle more similar to v1 and fix smk iceblocks
This commit removes gametype rules to make battle closer to v1, also iceblocks bonk
2024-10-05 20:52:19 -04:00
NepDisk
000c5cf15a Lua indecent exposure 2024-10-04 15:58:46 -04:00
NepDisk
fe83886abb clean up 2024-09-18 10:17:35 -04:00
NepDisk
7a1be2aeac Fix terrain friction and rework closer to sector friction 2024-09-18 10:17:35 -04:00
NepDisk
a26f971980 Fix MF_PAIN 2024-09-18 10:17:35 -04:00
NepDisk
124bc25cee redisable thing stepup like RR does 2024-09-13 21:20:28 -04:00
NepDisk
1593ba7041 Fix midtexture stepup issue
Thanks Indev!!!!
2024-09-13 15:33:38 -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
97dc236522 Reference count tm.floorthing and tm.hitthing 2024-09-13 11:31:31 -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
a95b4cc902 Forgot thing for sonic loops 2024-09-13 00:17:47 -04:00
NepDisk
4d2e611765 Fix the flip/step up fix 2024-09-13 00:16:02 -04:00
NepDisk
3a1633e02a Experimental fix to fix flipping 2024-09-12 22:24:12 -04:00
Oni
4c994de722 Merge branch 'loops' into 'master'
Sonic Loops

See merge request KartKrew/Kart!991
2024-09-12 12:10:40 -04:00
NepDisk
1085c6ceb0 Implement blan folder and reimplement walltransfer
Wall transfering can now be used by enabling cvar BG_forcewalltransfer or putting WALLTRANSFER into your map header
2024-09-10 22:36:45 -04:00