41ea130249
Bad localization.
2024-02-10 16:58:58 +01:00
b50ef8b944
Fix some typos in the Spanish localization.
2024-02-10 11:59:55 +01:00
e9aa24d65e
Oops...
2024-02-03 16:56:44 +01:00
1325eca52a
The autosaves are kinda unnecessary, just let players handle it if they want.
2024-02-02 11:19:49 +01:00
82f94872cb
Fix excess spacing when beautifying class names with underscores.
2024-01-31 20:50:51 +01:00
d93432f2ed
Healthbar tweaks for compatibility with mods that dynamically change monster tags.
2024-01-31 10:13:38 +01:00
f5694bc630
Attach auxiliary HUD elements (centered text, pickups, oneliners, etc.) to hudscale zero.
2024-01-25 15:53:57 +01:00
aaa65af795
Add A_CanBob() function to weapons to force-enable bobbing within a state.
...
Use it sparingly in places where it should have been needed (Hellblazer and
Biospark pre/post fire, Hammer alt charge, MR overpressure charge).
Also, replace all instances of A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) with it,
since that was basically the same thing but with extra steps (and with the side
effect of potentially resetting psprite offsets).
2024-01-24 13:32:24 +01:00
997823dd27
Wallbuster is now hold-to-reload.
2024-01-22 21:00:43 +01:00
891b69d3da
Additional rules for BeautifyClassName().
2024-01-22 18:35:54 +01:00
d46641593d
Finer handling of slippery floors (reduce steering/speedup based on friction).
...
+ Don't play first person footsteps unless there's actual movement input.
2024-01-18 13:17:52 +01:00
1c2d229dfb
No shits given, always allow jumping and crouching.
2024-01-18 01:49:44 +01:00
f96d35c003
Even more tweaking to those fabricators.
...
(There is no way I'll ever get these just right)
2024-01-18 01:26:11 +01:00
4d454037d0
Try to rebalance ammo fabricators.
2024-01-18 01:09:06 +01:00
8cdfa2ad89
Implement crouch jumping and separate crouch/uncrouch speeds.
2024-01-17 14:07:32 +01:00
751215c5d3
DoKnockback/DoExplosion: Reduce momentum transfer for crouching targets.
2024-01-17 12:39:00 +01:00
58eb76a064
Forgot to optimize the edited PNGs.
2024-01-16 10:41:48 +01:00
4c92cb796a
Small tweak to some HUD colors.
2024-01-16 10:40:28 +01:00
38cd7df826
Small scorenum/damnum refactor.
2024-01-16 10:17:28 +01:00
6d8732af5d
Tweak color ramp of enemy healthbar values.
2024-01-16 00:18:15 +01:00
7555d52818
Misc. comment changes, additional planned stuff.
2024-01-10 20:40:17 +01:00
e3b08f248f
MiniHUD font changes:
...
- Edit uppercase O to be visually distinct from 0.
- Add lowercase letters.
2024-01-10 20:39:12 +01:00
63744d30f3
Ibuki's secret drawing shouldn't pop up in Eviternity, it was drawn in 2171.
2024-01-04 22:50:28 +01:00
00ff1706db
Tweak text glow of achievement menu.
2024-01-04 22:49:10 +01:00
d78c941e77
Prepending the entire mission log history from Eviternity 1 into 2 probably isn't necessary.
2024-01-04 20:14:18 +01:00
cbb1b2a8cb
Sigil 2 (v1.0) and Eviternity 2 (RC5) support.
...
+ Invinciball activation now voiced by Demo (thanks, Vyolette).
+ Retooled exit line merging (should fix those pesky duplicate exit markers).
Note: Oneliners for the Eviternity 2 final boss are not voiced yet.
2024-01-04 19:50:26 +01:00
9a252b72fe
Use MD3 for WarpBeam models. The IQM ones still caused glitching.
2024-01-03 20:27:52 +01:00
82c4462edf
Add Tewi/Miniwi variants with centered gradient, to match MiniHUD font.
2024-01-03 14:34:45 +01:00
19769ecf0b
Update copyright year.
2024-01-03 00:24:58 +01:00
dae091c7dc
Cancel any active dash if the player does a ground stomp.
2024-01-02 22:34:15 +01:00
2d48f53b60
More accurate localization of a voice line.
...
(The old one was not even tangentially related to the original english).
2023-12-31 12:02:46 +01:00
34b2cb9e01
Another oxipng pass because why not.
2023-12-27 13:29:01 +01:00
622c0de22e
The "Flechette Cannon" thing was an UT2k4 reference, but in hindsight, it's dum.
2023-12-26 20:19:39 +01:00
1a0b5b6d07
Cleaning up various debug prints.
2023-12-26 11:41:49 +01:00
852e2bfec0
Proooooooobably need a null check there.
2023-12-24 18:27:07 +01:00
308636000f
More Eviternity 2 MAP33 compat work.
2023-12-24 17:56:05 +01:00
24f4b7ce65
Re-style level stats tab.
2023-12-24 15:34:12 +01:00
98b5ebecac
Rework how level stats are handled.
...
(Note: this WILL break old saves)
2023-12-24 15:02:10 +01:00
6505e2990a
Eviternity 2 terrain defs
2023-12-23 16:37:34 +01:00
bc00b01a0f
Low floor friction fix and other things.
...
- Unbreak inventory resets in Eviternity.
- Hotfix for Eviternity II MAP33, lava sections should be beatable now.
2023-12-23 15:33:20 +01:00
3690df7d00
Revert font color changes in statscreen.
2023-12-23 15:33:09 +01:00
6b0f37a045
nvm they fixed it
2023-12-22 08:18:51 +01:00
6af5629d8b
I'm dumb, the flag name is DONTSPLASH, not NOSPLASH.
2023-12-20 16:30:57 +01:00
858cd4e4c2
Eviternity 2 hotfix while I playtest this damn thing.
2023-12-20 16:28:56 +01:00
62bd060e49
Split automatic scaling factors of HUD.
2023-12-20 16:14:29 +01:00
f4b345bcde
Speed up reloading of Slot 6 weapons.
2023-12-19 19:23:52 +01:00
230d7192c3
Missed a null check.
2023-12-19 16:39:35 +01:00
508bc4711b
Increase max capacity of Sheen HMG ammo by 100.
2023-12-19 13:33:47 +01:00
200f49dd97
Squeeze intermission tips a bit.
2023-12-19 13:33:02 +01:00
e5e6ce619c
Fix severe performance issues in large maps.
...
So... Remember that one decision I made about avoiding BlockThingsIterator as
much as possible? Turns out that was a stupid idea. There ARE situations where
it's better to iterate sector thinglists, yes, especially for things that are
NOT part of the blockmap, but in other cases, the excess allocations of new
iterators are a reasonable price to pay for the lower perf impact in extreme
cases, such as maps that have a gazillion sectors with gazillions of things in
them (I'm looking at you, UDMF mappers).
As a compromise, at least, in situations where the thinglists are needed, I did
add a sort of micro-optimization by implementing code to check if a bounding
box is inside a sector (would be nice if this was part of GZDoom itself, tho).
2023-12-19 11:46:29 +01:00