Falling rocks fix
This fixes the rock spawners' rocks not being removed if they rolled down to the ground from a slope rather than bouncing (see https://mb.srb2.org/showthread.php?t=41963)
See merge request !162
DrawFill made not stupid
made it more consistent with other drawing functions; doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
See merge request !173
-------
Braking no longer stops on a dime, and instead reduces your speed input. The effect is different between braking and accelerating at the same time, and braking on its own.
Increased 'driftweight' to player->kartweight*14, up from player->kartweight*12.
Changed the base drift curve formula from a range of 447 - 303, to 415 - 303. This will result in a very slightly wider drift arc at low weights. This does not effect the strength of steering while drifting.
Drifting without holding a direction now has a bonus of 0.5 frames, up from 0.
Added kartweight to the required number of drift frames, at half value. Lighter characters take up to 4 additional frames to earn blue sparks, 8 for orange.
-------
Accelcode now factors in forwardmove value rather than a boolean. This is used to enable clutching (or whatever you call it; accel+brake) to give its own result.
Fixed Thwomps killing players rather than crushing them.
Reverted buggy collision experiment from previous version.
-------
Reverted drift timer to 52 + player->kartspeed;
Reduced weight's effect on neutral drifting by 10%
Reduced weight's effect on collision by 50%
*EXPERIMENTAL*: Inverted collision's x and y. This should shunt players to the side instead of bump them forward?
--------
Driftboost formula changed to:
49 + player->kartspeed*2;
(No longer factors weight from previous version)
Collision code now factors character weight for players.
Collision code now only plays the collision sound once, rather than per player.
Weight now factors into drifting's base value. A heavier character will drift more straight with no input and have less control.
Added a cheat check in SetPlayerSkinByNum(), to force speed and weight within the boundaries of 1 and 9.
Nerfed orange turbo to 50 frames, down from 60.
-------
Changed the drift spark formula from:
51 + player->kartspeed;
To:
43 + player->kartspeed*2 + (10 - player->kartweight);
This allows an extreme heavy/accel to get sparks more often than an extreme light/speed character. Other extremes should be roughly where they were before.
--------
Hardcoded Collide.lua.
Added player boolean array "Collide", used by Collide.lua.
Walls are now bouncy by default again, like they were in 1.09.
Buffed Orange Drift sparks, the boost now lasts 60 frames up from 40.
-------
Diagonal springs now keep your current speed if you are faster than their set speed. This only affects players for now.
Offroad is no longer handled by &256, and is now handled by &2, &3, &4; Damage (Damage (Water), Damage (Fire), and Damage (Electric))
Starpost mobj radius and height have been reduced to 1*FRACUNIT, this should fix the checkpoint infinispawn bug.
doesn't draw off of the sides, and doesn't ignore snapping or widths for reasons that don't make sense
(for instance: the green bar in MI's test script showed *above* the blue one in non-green resolutions in 2.1.17)
Command-line skin selecting fix
Fixed http://mb.srb2.org/showthread.php?t=42312.
Also, fixed being able to change your skin colour during credits/cutscenes in singleplayer.
See merge request !158
Linedef type 443 (Call Lua Function) fix
Fix for https://mb.srb2.org/showthread.php?t=42491
Note that the crash reported occurs only if Lua has been initialized (by having a Lua script loaded) and a LinedefExecute hook function has been added.
See merge request !171
Screenshot slots fix
Fix for this bug: https://mb.srb2.org/showthread.php?t=42508
The game should now print an error saying all 10000 slots have been used up. It was already there funnily enough, just someone goofed up in the code for finding the next screenshot name to use.
See merge request !170