MysterD
edb38087cb
Synchronized player health/death
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Now we will never kill remote players locally, they will have to let us
know that they died.
Synchronized more of the small breakable box
Fixed desync where an object wouldn't be dropped sometimes
Fixed infinite loop when remote player was squished
2020-08-06 18:45:39 -07:00
MysterD
76bf108a20
Synchronized chain chomp, adjustments to Koopa
...
Added entity event syncing system. Made sure old events don't override
new events.
2020-08-05 23:44:43 -07:00
MysterD
3eb1269e47
Fixed max sync distance issue, synced Koopas
2020-08-05 20:25:52 -07:00
MysterD
6910b3a320
Refactored entity death sync + reliable packets
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Embedded an immediate packet send whenever a synced entity is unloaded
from the game.
Added reliable packet sending.
2020-08-05 01:01:50 -07:00
MysterD
5f5d2966ac
Synchronized breakable boxes
...
Added maximum sync distance, special cases for infinite distance and
only synchronizing entity deaths.
Started mocking out reliable packets for entity deaths.
2020-08-04 22:42:28 -07:00
MysterD
4e37eba8dd
Synchronized inside-painting state
2020-08-04 20:49:53 -07:00
MysterD
6878b47833
Added Luigi to courtyard and BoB, fixed some crashing issues
2020-08-03 17:59:44 -07:00
MysterD
7d0c8ec11d
Dialog to toad/signs/doors no longer soft-locks or stops time
2020-08-03 23:23:09 -07:00
MysterD
6e38a80888
Force synchronizing of level changes
2020-08-02 23:02:29 -07:00
MysterD
0fad9840a3
Synchronized goombas, synced randomness, added extra fields to object packets
2020-08-02 18:29:46 -07:00
MysterD
5f34335fbb
Added update rates for objects based on distance
2020-08-02 16:38:02 -07:00
MysterD
fe1f27c218
Added ability to sync multiple objects
2020-08-02 16:09:32 -07:00
MysterD
d56d5256f0
Synchronized held objects, made respawners keep their sync ID
2020-08-02 14:18:34 -07:00
MysterD
ae1f5bf892
Started synchronizing objects, refactored networking
2020-08-02 01:43:12 -07:00
MysterD
1fe7689bef
Fixed synced crawling/climbing animation speed
2020-08-01 21:35:38 -07:00
MysterD
ba265e9738
Started adding networking
2020-08-01 20:22:24 -07:00
MysterD
2719726ec0
Made collision particles Luigi-aware
2020-08-01 20:21:44 -07:00
MysterD
9ea83a59fe
Made one-ups Luigi-aware
2020-08-01 19:08:08 -07:00
MysterD
694a593659
Saved player index in held objects
2020-08-01 19:03:26 -07:00
MysterD
dca02ae79b
Prevent situation where both players hold same object
2020-08-01 18:56:42 -07:00
MysterD
e2f70596cf
Made fish Luigi-aware
2020-07-31 22:35:14 -07:00
MysterD
8eee1d68a9
Made Goomba Luigi-aware, fixed Mario's hurtboxes
2020-07-31 22:13:05 -07:00
MysterD
afc4331d9e
Separated held objects, made Bobombs Luigi-aware
2020-07-31 18:03:57 -07:00
MysterD
01192d364e
Made bird Luigi-aware
2020-07-30 23:17:18 -07:00
MysterD
984593cdcf
Butterflies are now Luigi-aware
2020-07-30 21:58:33 -07:00
MysterD
af55875ed5
Fixed Mario going invisible when both are sliding
2020-07-30 21:43:50 -07:00
MysterD
7cc01ab03d
Added IMMEDIATELOAD debug flag to skip all intro stuff
2020-07-30 20:42:39 -07:00
MysterD
6a96a045c1
Add Luigi's geo file to MSVC
2020-07-30 18:44:31 -07:00
MysterD
f55716c46a
Began fixing up Luigi collisions
2020-07-30 18:44:09 -07:00
MysterD
1a43d3705d
Created scripts to make building/debugging easier
2020-07-30 18:12:28 -07:00
MysterD
e759aa603e
Added Visual Studio project (code-editing only, no build/debug)
2020-07-30 18:12:05 -07:00
MysterD
70fa41fd65
Separated animations between players
2020-07-30 18:09:47 -07:00
MysterD
f84e9c92af
Started adding player 2 / Luigi
2020-07-29 21:08:38 -07:00
MysterD
e902cd51da
60 fps patch
2020-07-28 18:28:12 -07:00
fgsfds
a8c43c7644
fix GL_LEGACY
2020-07-27 17:28:32 +03:00
fgsfds
1565eda03a
Merge pull request #364 from jmcerrejon/feature/rpi4-support-and-refactor
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Raspberry 4 support. Refactor code.
2020-07-14 20:12:15 +03:00
fgsfds
cad1ecbca8
Merge pull request #376 from CrispyBuns/nightly
...
Makes it so your able to change compiler with CC and CXX Build flag
2020-07-14 20:11:44 +03:00
CrispyBuns
f00669402a
Add files via upload
2020-07-14 10:54:07 -06:00
fgsfds
702b9d41e0
don't assume first frame happens at 0 ticks
2020-07-10 15:44:58 +03:00
fgsfds
5a399494ee
update 60fps patch
2020-07-09 17:33:04 +03:00
fgsfds
23db57517b
add a catch for 240hz refresh rates
...
hopefully 150, 180 and 210hz monitors don't exist
2020-07-09 17:24:15 +03:00
fgsfds
9fda0e4d3c
do vsync exactly like sm64-port does it
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maybe this will finally work better
2020-07-09 17:02:43 +03:00
fgsfds
a895214574
update 60fps patch
2020-07-08 13:31:34 +03:00
fgsfds
6df229e5ac
time video frames instead of game frames
2020-07-08 13:07:05 +03:00
fgsfds
a56321dbeb
roll back to using SDL_Delay/SDL_GetTicks
2020-07-08 12:51:15 +03:00
fgsfds
8bb726d389
add sanity checks in save_file.c
...
though it would be a better idea to solve the problem that leads to -1 being passed to these instead
2020-07-07 20:57:18 +03:00
fgsfds
17000ea22b
add new 60FPS patch by Emil; nuke old patches
2020-07-07 20:52:51 +03:00
fgsfds
83de8a79b5
remove garbage from game_loop_one_iteration
2020-07-07 20:43:46 +03:00
fgsfds
287b043bdf
bump gfx pool size
2020-07-07 15:21:14 +03:00
fgsfds
b9e16a143e
replace 'double' vsync option with 'auto' from sm64-port
2020-07-07 15:21:14 +03:00