* Fixed one Yoshi voiceline being stereo instead of mono
* Revert "Fixed one Yoshi voiceline being stereo instead of mono"
This reverts commit 10135bf94c.
* Fixed one Yoshi voiceline being stereo instead of mono
* Updated Toadette's icon to match Toad's
- added the missing limit check for `sCustomModelsCount`
(caused memory overflow into `bbh_seg7_vertex_`)
- changed `LOG_ERROR` to `LOG_LUA_LINE`, so that the mod dev can easily see any missing models
(similar to getting warnings about missing audio files with `audio_sample_load`)
Fixed the issue where the camera wasn't behaving like vanilla in vanilla sm64
Fixed the issue where the camera was just stuck while in water/flying in a romhack
The nametag's scale is now controlled by its depth, matching the player's size
The nametag's color now uses the same function used by chat to retrieve the player color
The nametag will fade away if it gets too close to the camera
* Fixed one Yoshi voiceline being stereo instead of mono
* Revert "Fixed one Yoshi voiceline being stereo instead of mono"
This reverts commit 10135bf94c.
* Fixed one Yoshi voiceline being stereo instead of mono
* Update mtxf_lookat
* Make new mtxf_lookat a little easier to read and add mario specific types
* fix the declaration for mtx[3][3]
* Added negative sign
- fixed "SDL_GetClipboardText" memory leak
- forcing unicode clipboard data format on Windows (UTF-16LE system, UTF-8 in-game)
- all "get_clipboard_text" functions return a zero-width string in case of failure, instead of NULL
Fixed a bug with the [CS] VL-Tone & Cjes Luigi mod when enabled without the Character Select mod enabled would send a wrong error message would say 'Extra Characters requires Character Select to be enabled.' instead of '[CS] VL-Tone & Cjes Luigi requires Character Select to be enabled.'
Three new functions have been added, to be able to change the respective mod menu elements' values:
- update_mod_menu_element_checkbox
- update_mod_menu_element_slider
- update_mod_menu_element_inputbox
* interpolate all fovs
* perfected the fov equation
just the facts
* create fov coefficient function
use it to scale units along with fov
* add get_current_fov
returns the current fov
* Update math_util.c and math_util.h to move toward inlining functions instead of macros for autodoc. Expose some misc functions useful to lua
* Fix formatting
* Fix math_util.c formatting
* Fix formatting for smlua_math_utils.c
* Fix formatting smlua_functions.c
* Fix type redundancy in _Generic macros
* Add checks for including the highly optimized builtin compiler functions for GCC/Clang
* Add compiler checking for absx() to add in the highly optimized GCC/Clang builtins
* Fix repeated use of float built-ins for non floating point numbers
* Fix grammar mistake
* Fix functions to use camelCase as requested.
* Fixed the use of a custom sqrt approximation as modern procs have a built in FSQRT instruction that is faster.
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Co-authored-by: js <js@cartbara.columbus.rr.com>
Sometimes, the player can ground pound a pole before even landing or punch/kick an enemy at high speeds which will kill the enemy but not give bounce back to the player. This fixes those, although there are definitely mod incompatibilities.
* Make dives knockback based on speed
Suggestion from issue #349
* Add `get_local_coopnet_id`
Suggestion from issue #264
* Readd breakdancing as an attack
Suggestion not only from me but also from a few players I talked with. However this was not a suggestion that came from issues.
* Change around pvp damage
Suggestion from issue #343 and some changes from talking with the creator of the suggestion
* Change `get_local_coopnet_id`
The function can now take in any local id and has been renamed to just `get_coopnet_id`
* Suggested fixes
- Doors now no longer will be repeatedly talked even if you don't move away. It now behaves closer to vanilla.
- Fixed the ending level name not being able to be replaced.