- 07 Apr, 2020 1 commit
-
-
Richard Gobeille authored
-
- 04 Apr, 2020 1 commit
-
-
Richard Gobeille authored
The new names are G_TileHasActor() and G_DefaultActorHealthForTile().
-
- 29 Mar, 2020 2 commits
-
-
Evan Ramos authored
Includes the new weapon, enemy projectiles, and breakable objects. Patch from Nuke.YKT. I edited it some, mostly to add the proper "if (WORLDTOUR)" checks. From-SVN: r8788
-
Evan Ramos authored
From-SVN: r8786
-
- 16 Mar, 2020 1 commit
-
-
Richard Gobeille authored
Fix swinging doors not automatically closing anymore after rebounding if they hit a player or actor when trying to close From-SVN: r8756
-
- 11 Mar, 2020 5 commits
-
-
Richard Gobeille authored
Since the returned value is a distance, it should be int32_t. From-SVN: r8730
-
Richard Gobeille authored
From-SVN: r8724
-
Richard Gobeille authored
This fixes the fire sprites inside exploding walls not waking up after the wall explodes. From-SVN: r8723
-
Richard Gobeille authored
This makes swinging doors reverse direction instead of stopping in place and later resuming when obstructed. From-SVN: r8722
-
Richard Gobeille authored
From-SVN: r8718
-
- 11 Feb, 2020 1 commit
-
-
Richard Gobeille authored
Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used From-SVN: r8637
-
- 06 Feb, 2020 1 commit
-
-
Richard Gobeille authored
From-SVN: r8605
-
- 29 Jan, 2020 4 commits
-
-
Richard Gobeille authored
From-SVN: r8560
-
Richard Gobeille authored
From-SVN: r8559
-
Richard Gobeille authored
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to From-SVN: r8558
-
Richard Gobeille authored
From-SVN: r8546
-
- 03 Jan, 2020 1 commit
-
-
Evan Ramos authored
From-SVN: r8528
-
- 20 Oct, 2019 2 commits
-
-
Richard Gobeille authored
From-SVN: r8245
-
Richard Gobeille authored
From-SVN: r8242
-
- 19 Oct, 2019 1 commit
-
-
Richard Gobeille authored
Renamed variables, added usage of said enums, etc. From-SVN: r8201
-
- 16 Sep, 2019 7 commits
-
-
Richard Gobeille authored
I wonder what it breaks! :D From-SVN: r8117
-
Richard Gobeille authored
From-SVN: r8106
-
Richard Gobeille authored
From-SVN: r8104
-
Richard Gobeille authored
From-SVN: r8103
-
Richard Gobeille authored
From-SVN: r8102
-
Richard Gobeille authored
From-SVN: r8101
-
Richard Gobeille authored
From-SVN: r8099
-
- 08 Sep, 2019 2 commits
-
-
Richard Gobeille authored
From-SVN: r8090
-
Richard Gobeille authored
From-SVN: r8089
-
- 07 Sep, 2019 4 commits
-
-
Richard Gobeille authored
From-SVN: r8086
-
Richard Gobeille authored
From-SVN: r8085
-
Richard Gobeille authored
From-SVN: r8080
-
Richard Gobeille authored
From-SVN: r8079
-
- 27 Aug, 2019 1 commit
-
-
Alexander Dawson authored
Using that higher precision, interpolate at a higher granularity. Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts. Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions). Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated. From-SVN: r8050
-
- 18 Aug, 2019 1 commit
-
-
Richard Gobeille authored
From-SVN: r8040
-
- 16 Aug, 2019 1 commit
-
-
Richard Gobeille authored
From-SVN: r8032
-
- 15 Aug, 2019 1 commit
-
-
Richard Gobeille authored
Add console/log output for when the player is killed by various internal things, to aid in debugging From-SVN: r8030
-
- 13 Aug, 2019 2 commits
-
-
Evan Ramos authored
Replace implementation of crouch toggle in a way that won't interfere with other uses of the crouch key, such as swimming and jetpacking. TODO: Make this work over the network. From-SVN: r7991
-
Richard Gobeille authored
From-SVN: r7973
-
- 09 Aug, 2019 1 commit
-
-
Richard Gobeille authored
Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally. From-SVN: r7932
-