1. 15 Jun, 2020 3 commits
  2. 14 Jun, 2020 1 commit
  3. 13 Jun, 2020 1 commit
  4. 12 Jun, 2020 1 commit
  5. 11 Jun, 2020 1 commit
  6. 08 Jun, 2020 1 commit
  7. 05 Jun, 2020 1 commit
    • Mor'ladim's avatar
      -Fixed Special Attributes on weapons. · ba79354c
      Mor'ladim authored
      -Fixed HUD not showing proper Special Attribute icons.
      -Increased fire rate of Storm Mine, duration of mines, mine damage explosion, and mines no longer detonate on enemy impact.
      ba79354c
  8. 03 Jun, 2020 2 commits
  9. 02 Jun, 2020 1 commit
  10. 22 May, 2020 1 commit
  11. 21 May, 2020 1 commit
  12. 19 May, 2020 1 commit
  13. 17 May, 2020 2 commits
    • Accensus's avatar
      - Rename BEProjectileBase to BEPlayerProjectile. · 62dc60a5
      Accensus authored
      - Revert usage of A_FireBEProjectile. This will now be opt-in because A_FireProjectile was used to spawn non-projectile actors. Also, A_FireBEProjectile will now print out warnings and scream at you if you try to make it spawn something other than a BEPlayerProjectile actor. It might even outright abort. So don't.
      62dc60a5
    • Accensus's avatar
      - All projectiles now have the technical ability to bounce, but only those... · 6ae5c6f6
      Accensus authored
      - All projectiles now have the technical ability to bounce, but only those fired by a Power weapon will do so. They also need a proper BounceExplode state to do damaging stuff in or else they'd be practically useless. They also don't deal impact damage to the actors they bounce from.
      - Use A_FireBEProjectile to fire projectiles. If the projectile happens to inherit from BEProjectileBase, its OwningWeapon will be set to the weapon that fired it. Used for advanced behaviour.
      6ae5c6f6
  14. 09 May, 2020 3 commits
  15. 07 May, 2020 1 commit
  16. 05 May, 2020 1 commit
    • Mor'ladim's avatar
      -Dread Trooper damage adjustment · 18d7b6b4
      Mor'ladim authored
      -Arachnotron stun fix.
      -Elemental properties for relevant weapons added.
      -Fixed secret spawner to not spawn equipment items in True Arcade Mode.
      18d7b6b4
  17. 27 Apr, 2020 1 commit
  18. 22 Apr, 2020 1 commit
  19. 03 Apr, 2020 1 commit
  20. 02 Apr, 2020 1 commit
  21. 04 Feb, 2020 1 commit
    • Mor'ladim's avatar
      -Added Imp replacement · 7a3ddf32
      Mor'ladim authored
      -Added Trivia file. Incomplete
      -Temporarily removed (Slot X) tags on Weapon Tags, due to numbers and parentheses not being supported by the font, as well as the text 'Slot' appearing in the Weapon Panel.
      7a3ddf32
  22. 23 Jan, 2020 1 commit
  23. 14 Jan, 2020 1 commit
  24. 28 Dec, 2019 1 commit
  25. 27 Dec, 2019 2 commits
    • Accensus's avatar
      - Removed a bunch of unused token items. · 9050e9e1
      Accensus authored
      9050e9e1
    • Accensus's avatar
      - Refactored Flash Guard/Parry. Added a base actor class for both FX and the... · 401eda9e
      Accensus authored
      - Refactored Flash Guard/Parry. Added a base actor class for both FX and the invisible barrier. Ping me when you want me to explain how it works. Too long for a commit message.
      - Fixed Quick Strike/Flash Guard barrier (pre-refactor) remaining around sometimes because shots hitting the barrier made QuickStrike go into a different state and not get all the clean-up stuff called at the end of the normal sequence.
      - Converted Quick Strike to ZScript.
      - Moved ZScript weapons to folders much like their DECORATE counterparts.
      401eda9e