Prince Frizzy
54a6135cb9
Cleanup Deluxe ( #45 )
2022-03-29 20:45:56 -07:00
MysterD
84ab07bde6
Only send respawn info for macro objects when they are altered
2022-03-29 18:57:48 -07:00
MysterD
506d7dad55
Fixed crash in geo_remove_child()
2022-03-25 22:19:29 -07:00
MysterD
c088d6f7a4
Fixed crash in find_floor_from_list()
2022-03-21 12:29:30 -07:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 ( #19 )
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* Refresh 13
Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD
e81808c314
Merge branch 'dynos' into unstable
2022-03-10 18:17:59 -08:00
MysterD
89d44f6501
Moved smlua_XXX_utils.[ch] to src/pc/lua/utils/
2022-03-09 23:09:33 -08:00
MysterD
4638ff6f22
Added the ability to set surface collisions on custom behaviors
2022-03-09 23:02:20 -08:00
MysterD
d03aacc144
Added ability for Lua to spawn non-synchronized objects
2022-03-09 21:25:34 -08:00
MysterD
b3ed387711
Added DynOS v1.1 without the dynamic options
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- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
MysterD
2d8715b330
Made adding to behaviors possible in Lua
2022-03-05 01:29:24 -08:00
PeachyPeach
b4507319b9
Added functions: find_ceil_height and obj_set_model_extended ( #9 )
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* Added functions: find_ceil_height and obj_set_model_extended
2022-03-03 16:46:01 -08:00
MysterD
3ad6c721dc
Initial custom behavior commit
2022-03-03 01:04:15 -08:00
MysterD
07cbeb119c
Fixed more possible bugs pointed out by cppcheck
2022-03-01 21:13:00 -08:00
MysterD
c60f9f3e46
Prevent crash in anim_spline_poll
2022-02-27 01:05:36 -08:00
MysterD
a35d759a46
Fix crash when surfaces fail to allocate
2022-02-27 00:53:58 -08:00
MysterD
168bd78f47
Add support for display-list based extended models
2022-02-22 01:25:53 -08:00
MysterD
1131fb02db
Prevented SM64 hang on object count overflow
2022-02-22 01:10:17 -08:00
MysterD
94bc7940cc
Initial Lua support for spawning objects
2022-02-21 22:46:39 -08:00
MysterD
69fb69dfce
Fix bugs/warnings from static analysis
2022-02-20 20:04:25 -08:00
Prince Frizzy
32b0c91935
Fixes for Refresh 12
2022-02-19 01:39:38 -05:00
MysterD
cc9dc2c38c
Fixed crash in geo_obj_init_animation*
2022-02-18 21:11:16 -08:00
MysterD
ef12ff9e70
Removed asserts (or made them soft)
2022-02-15 22:04:34 -08:00
MysterD
f73c841bfe
Fixed crash in init_shadow()
2022-02-14 18:28:01 -08:00
MysterD
839575efe1
Fixed home radius on many enemies, fixed draw distance bug
2022-01-14 16:33:22 -08:00
MysterD
4cebce4864
Added Waluigi - model provided by Super Keeberghrh
2021-09-05 14:23:47 -07:00
MysterD
92692378b4
Added adjustable draw distance for objects
2021-08-30 18:22:36 -07:00
MysterD
029e1f3a46
Fixed crash in credits
2021-08-29 14:28:46 -07:00
MysterD
04d01667c3
Added a callback for area timer objects to only run certain things once per frame
2021-08-19 00:31:20 -07:00
MysterD
7e59d34939
Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time
2021-08-12 18:13:41 -07:00
MysterD
fecba91c5e
Rewrite the core of network area timer (yet again)
2021-08-10 18:29:49 -07:00
MysterD
f8c5fb0725
Resynchronize WF platforms using Network Area Timer
2021-08-03 23:26:32 -07:00
MysterD
6a957757d4
Refactored network area timer system
2021-08-03 19:21:50 -07:00
MysterD
a84e7a73fe
Resync bomp using Network Area Timer
2021-08-03 18:52:48 -07:00
MysterD
ef2287a5d5
Resynchronized checkerboard elevators to use area timer
2021-06-14 20:29:08 -07:00
MysterD
6bfdcbcb7b
Complete rewrite of level-change/area-change system
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Now level changes and area changes are separated. Entity deletions are
properly tracked on level change or area change. Late entity
synchronization is now triggered on any area change.
2021-06-11 14:39:25 -07:00
MysterD
33fbed94e4
Synchronized respawners and entities created after level load
2021-06-08 21:21:52 -07:00
MysterD
edc275b5e8
Enhancements to networked player infrastructure
2020-10-10 01:18:45 -07:00
MysterD
dd8de27014
Snap players on top of synchronized platforms
2020-10-05 22:05:05 -07:00
MysterD
b831acd59c
Rewrote how RNG is synchronized
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The old implementation was hacky and often returned desynchronized
results. This implementation gives a seed to each sync object, and
synchronizes that seed. Also allows for a seed to be saved temporarily
based on position and recycled for multiple calls.
2020-10-05 19:15:13 -07:00
MysterD
6f23b63e61
Prevent hang due to mirror mario nodes
2020-10-04 22:10:41 -07:00
MysterD
f5df807a0c
Additional synchronization fixes for end cutscene.
2020-09-26 12:07:43 -07:00
MysterD
1e9f8ec5f4
Make bettercam/puppycam respect NO_CAM_COLLISION
2020-09-25 21:40:59 -07:00
MysterD
94b7cf7df6
Increase bettercam's precision
2020-09-22 22:14:43 -07:00
MysterD
4b37648487
Improve bettercam's collision detection and avoidance
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The precision of ray casting was too low previously, causing the
collision checks to skip right past a wall sometimes. There was also
nothing to prevent the camera from getting too close to a wall
horizontally or vertically.
2020-09-19 19:35:05 -07:00
MysterD
3e5b08b487
Fixed small crimes against C
2020-09-10 09:43:32 -07:00
MysterD
e0903003f4
Rewrote how players are initialized, stored, and displayed
...
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.
The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.
I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.
This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00
MysterD
df7904e288
Geo2 removal wip
2020-09-06 13:54:01 -07:00
MysterD
b9750057d5
General network code clean up
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Marked globals, rearranged functions, added comments
2020-09-06 11:02:41 -07:00
MysterD
9427afb14b
Allow vanish cap to pass through walls
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fixes #16
2020-09-05 13:31:36 -07:00
MysterD
d5005c9f37
Served time for crimes against C
...
Due to my compile & launch scripts, I was silently ignoring warnings
this whole time. I've fixed my process, and gone back to fixed all of
the warnings I could (even outside of my code).
2020-09-04 01:58:54 -07:00
MysterD
6e4c39eabe
Kept more randomness, fixing tree leaves, fix pole segfault
2020-08-12 19:39:31 -07:00
MysterD
48f42d1873
Fixed visual bug when both players are sliding
2020-08-12 19:14:35 -07:00
MysterD
d307fc3f30
Refactor packet_object + misc cleanup
2020-08-09 17:40:37 -07:00
MysterD
9036336f42
Gave each BehaviorScript an ID
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Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.
2020-08-09 16:21:12 -07:00
MysterD
eeec6aae49
L is real 2020
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Added Luigi model.
Renamed all previous references to 'Luigi' to 'Mario2' since player 1
isn't always mario, and player 2 isn't always luigi.
Now server is always mario and client is always Luigi.
Luigi model credits:
Original model by Cjes, converted by AloXado320, textures added/fixed by
SunlitSpace542.
2020-08-08 21:36:49 -07:00
MysterD
2a0a3df34f
Synchronized bowling balls
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Added flag to keep randomization for sync objects
2020-08-07 21:13:07 -07:00
MysterD
444c1fdd3b
Synchronized coin collection
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Reimplemented how randomness is synchronized
2020-08-07 18:01:58 -07:00
MysterD
5ec9ab9ec0
Synchronized seesaw, started moving toward a MAX_PLAYERS define
2020-08-06 22:52:32 -07:00
MysterD
f32d3a2ba7
Added Luigi to courtyard and BoB, fixed some crashing issues
2020-08-03 17:59:44 -07:00
MysterD
9b5b5acf19
Synchronized goombas, synced randomness, added extra fields to object packets
2020-08-02 18:29:46 -07:00
MysterD
4486e8000c
Began fixing up Luigi collisions
2020-07-30 18:44:09 -07:00
MysterD
6b3ab5f115
Started adding player 2 / Luigi
2020-07-29 21:08:38 -07:00
MysterD
131fc7ea11
60 fps patch
2020-07-28 18:28:12 -07:00
n64
6330644371
Refresh 11
2020-07-05 14:15:43 +03:00
n64
4a448cf10d
merge refresh 10
2020-06-20 02:49:59 +03:00
fgsfds
c57bacdfd7
clean up some toolchain compatibility fixes
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also rename the abs() macro to not cause any fucking conflicts ever again
2020-05-19 22:22:52 +03:00
Colton Rushton
b0081e8d60
Refactor PR #151
2020-05-19 10:14:44 -03:00
fgsfds
ff844643d2
Merge branch 'master' into master
2020-05-16 22:47:39 +03:00
uncletrunks
ab23b8907b
putting out fires
2020-05-14 21:50:10 -05:00
uncletrunks
70ca0af987
adds cylindrical billboarding, enables it for trees.
2020-05-14 20:31:52 -05:00
Hyenadae
31f0d68ca2
Removed majority of TARGET_N64 logic from code
2020-05-13 07:57:25 -04:00
uwabami
c98a263cf4
adding option to disable draw distance
2020-05-12 09:26:16 +02:00
Jan200101
be340547c4
port analog camera code to the master codebase
2020-05-08 13:41:35 +02:00
Jan200101
e87c070517
merge PC port onto the decompile
2020-05-07 20:21:22 +02:00
n64
c45aa301bb
Refresh 8
2020-04-03 14:57:26 -04:00
n64
06ec56df7f
Refresh 7
2020-03-01 22:42:52 -05:00
n64
9a801cb96d
refresh 6
2020-02-03 00:51:26 -05:00
n64
9273f38df1
refresh 5
2020-01-03 10:38:57 -05:00
n64
04732af90b
refresh 4
2019-12-01 21:52:53 -05:00
n64
a7c423cb43
Refresh 3
2019-11-03 14:36:27 -05:00
n64
52e605f075
Refresh 2
2019-10-05 15:08:05 -04:00
n64
1ef98ec785
Refresh 1
2019-09-01 15:50:50 -04:00
n64
89e8690857
init2
2019-08-25 00:46:40 -04:00