Also, thank you for reminding me, Sryder - disable my very, very limited progress on encore mode in openGL so that stages aren't an unintended hodgepodge of different colourschemes for the objects versus the level environment.
* In s_sound, they are merged to one method as well, but there are still two separate digvolume and seqvolume variables
* Simplified Dig/MidiMusicDisabled in s_sound
* Method reordering
(cherry picked from commit 701cc5a7dd1dfead87a42ec7558c9fa6a1deb193)
* Add `kartvoterulechanges`, or "Voting Rule Changes" on the menu, to allow some user control over event frequency.
* "Never" - does what it says on the tin.
* "Sometimes" - 1/8 chance of Encore if host has unlocked it, only gametype change when buffer is full
* "Frequent" - 1/2 chance of Encore if host has unlocked it, gametype change every 5 maps
* "Always" - If host has unlocked Encore, alternates between Encore and Gametype. Otherwise, always a gametype change
* There's probably room for a setting between "Sometimes" and "Frequent", but I didn't want to overload the host with options and these were the ones that made sense.
* Better handling of buffer refreshes, to prevent two of the same map appearing next to each other in the voting unless there literally aren't that many maps.
* Mostly unrelated: Minor bugfix for Y_SetupVoteFinish, preventing music changes/random sounds playing on the You Will Join Next Race screen. (Branch-appropriate, at least.)
* Shield Drop...
* Whatever you've got orbiting or trailing you, DROP THEM WHERE THEY STAND. (Except for the ghost sink. That one's OK.)
* Pops your Thunder Shield.
* Happens upon ANY hit, except for deathpits.
* HUD Drop...
* Also does the above, except for the Thunder Shield thing.
* If there's any item left in your item box, pop it out as a little hovering, rotating Minecraft item!
* You can pick up the Minecraft item by driving over it if your item box is sufficiently empty, or the item which is contained within it is of the same type.
* Happens upon Size Down and battle elimination.
* Can also be forced on with `cv_kartdebughuddrop on`!
* Some other random stuff.
* Fix a bunch of `a->scale = b`'s into `P_SetScale(a, b)` form, for maximum validity.
* Make K_CleanHnextList and K_UpdateHnextList one function, since they only differed by one continue clause (and the type of their input parameter).
* Allow shrunken players to pick up item boxes again.
* Fix MF_NOCLIPTHING. (Gonna pass this fix to vanilla when I get the chance, too.)
* Break NiGHTS a little through my machinations.
* A better representation of an Encore level, now with inverted graphics (a special remapping we can now use elsewhere whenever if we want!) and a floating Ruby!
* Decouple encore's setting from cv_kartencore on mapload. Instead, bake it into D_MapChange and related, which will only some of the time be fed by cv_kartencore's value.
* Encore mode now has a special mapheader palette setting, "encorepal", rather than using the same one as non-encore.
* Make unlockables have a "showing" conditionset, for when you're able to see them on the Extras screen.
* A shorter Encore ruby-pulse fade, for when encore mode is already active!
* Fix minor additional error in tab rankings.
* Remove FREE PLAY from intermission drawer, per Sal's request.
* Remove "second%s" from the end of the "Start in %d"/"Vote ends in %d" string.
* Rename cv_advancemap's "Off" value to "Same", to make the behaviour clearer.
* Make the "Start in %d" string now begin with cv_advancemap's string (ie, "Vote in %d", "Same in %d", "Random in %d, Next in %d"...
* "kartvoices" cvar. Possible values "Never", "Tasteful" (default), and "Meme".
* Added a way to move quickly through the credits, rather than skip them entirely (hold spacebar or down arrow).
* Fix a few mistakes in M_ChangeCvar, some of which I introduced and some of which were weird in the first place.
* Tweak the offset of the arrows that let you know you can modify a cvar by pressing left or right (some via a patch.kart change, but others via tweaking the drawing location).
These are both huge boons for gamepad functionality. If we can add a way to add a menu key, then all of the controller requirements for v1 will be covered.
- Ballhog has explosion + sound on death
- Ballhog shrinks to nothing if it didn't hit anything
- Replaced a Mario sound on Orbinaut
- Fixed Jawz's sound effect
- Fixed Mines not being removed on death pits
"It is only the *results* that remain in this world! All the *actions* you take in a world where time is erased are meaningless!" - Diavolo, Chapter 520
* Decreasing number of writes - now the unchanging gametype is only written once, and both gametypes are written as UINT8s instead of UINT16s.
* Increasing size of buffer to match new threshold.
* Palette remaps.
* Branding.
TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
* Force map hell if there are two or more non-spectators (ie, same condition as to not be in FREE PLAY) and everyone has selected the RANDOM level slot.
* Unique gasp-and-Shulk-based sounds for both forced and non-forced map hell occourances.
* Stop respawning spectators when their PF_WANTSTOJOIN request hasn't been processed yet.
* Handle PF_WANTSTOJOIN requests in GS_WAITINGPLAYERS.
* Refactor K_CheckSpectateStatus, and make it so PF_WANTSTOJOIN requests are processed if there's only one player in the server, even if they're on lap 2 or up.
* Make the player entry mechanism in P_SpawnPlayer use the PF_WANTSTOJOIN mechanism so that it can also take advantage of the level refresh mechanism with no extra code.
* NOTE: This does a bad hack in order to not send multiple mapchanges while the joining timer is low! If you can think of a better way to do this, please let me know/commit it.
* Change the timer until you can hit ITEM again when a spectator who has to wait to join shorter.
* (controversial, but I think necessary) - flash the ITEM text when the above-mentioned timer is nonzero.
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
* Made Got_Teamchange's level-based stuff only happen in GS_LEVEL.
* If, by chance, DoTimeOver gets called on a player without an object, it won't crash either.
* Make ending music play when you get time overed.
* Make changing-to-spectators get removed from the intermission drawer.
* Have the entire thing slide the fuck away a short while into the intermission.
* The tab screen is modified to work off similar behaviour and presentation.
* To go with it, a revamp of how Battle's scoring is handled.
* It's now considered "hits", and is stored in a reuse in one of the vanilla NiGHTS variables, allowing it to use exactly the same ranking mechanisms as race.
* No more resetting of score between battle rounds.
* Minor, unrelated general code cleanup in places.
* Disable the YEEEAH in splitscreen, otherwise you'll hear it *all the time*.
* Remove FUNCMATH from all void-returning functions, given GCC80 specifically complains about this case.
* Extend the length of all extant buffers to the safety threshold recommended by the compiler.
* Add void casts to WS_getaddrinfo's setting to prevent complaints about incompatible typecasts.
* Extend the charsel, face, and superface buffer sizes and writes to include the null terminator. (I didn't really want to do this because it's not even particularily NEEDED, but there was literally zero way to get around the request that I could find with multiple online searches. I tried.)
* Fix all the bugs with skin not being set properly or kept synchronised with the multiplayer setup in record attack.
* Reduce the amount of flashing on the voting screen.
* Do the gametype change stuff on the voting screen.
* Make all the picking sound and setting stuff one function, rather than in two seperate places that need to be kept identical.
* Have the timer at the bottom be the highlight colour.
* Map hell! LF2_HIDEINMENU is craftily reused...
* Less allocation and deallocation for the adjacent G_RandMaps.
Other stuff...
* Fix command_map_f not resetting players' score in battle.
* Shiny titlescreen!
* Fix a random bonus newline in one of the quit messages.
* Lots of menu changes!
* Little arrows next to changeable cvars!
* Show default value for sliders!
* Pretty pretty pretty.
* I don't know how to describe some of these changes.
* Effectively nuke MIDI music support!
* Skiddown at the start of a race is more interesting!
* Spinning in waterslides!
* Tiny bugfix in voting, plus a little celebration...
* Combine the numlaps and usemapnumlaps functionality on the menu into basenumlaps, which numlaps is set to every race start, except when it's map default value (0) in which case it loads the map's lap count.
* Defer the change until you're actually modifying the map, in service of the following.
* Reset score.
* Call that gametype change function.
* Collary of the above: Don't reset score if you're `map mapxx`ing in the console, unless it's `force`'d.
* Fix the basic, obvious issues that'd prevent us shipping with the new level title system.
* Correct the non-green resolution support, which was ALMOST there but which I accidentially fucked up one of the signs on.
* Adjust the subttl position if it'd get overwritten.
* Draw the gametype with the subttl.
* Adjust the gametype constants for easier gametype_cons_t array access.
* Super important to allow dedicated servers to continue forever without needing to add Terminal.
* To facilitate understanding, add gametype dog-ears to the vote screen!
* To do the above, add V_DrawDiag! Works in GL, too!!
* Unrelated shit!
* Fix a buffer overrun in the randmapbuffer!
* Disable spectating in splitscreen... Not 100% sure, but in 2p battle, if you spectate, you just lose one balloon and respawn...
* Improve all the string drawing functions' behaviour - both with being SLIGHTLY clipped by the edge of the screen, and when confronted with drawing off the base 320*200 internal area
Should make it a lot easier to add more gametypes later.
Also some minor fixes:
- Changed up how shell speed scales in mobjscale juuuust slightly, so
it's less messy
- Fixed CHECK showing spectators
I don't know exactly what it did previously since I never actually
observed what happens, but now in dedicated servers it will wait for
time to run out, then if there's no votes by that time it will just go
onto nextlevel