* 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.
* "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).
* 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.
* 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.
- Menus now have all of the Kart cvars
- Removed any cvars that aren't useful for Kart from the menu (they
still exist in the console, though)
- Removed SP and NiGHTS Mode options from the main menu
- "kartcc" is renamed "kartspeed", uses values 0-2 instead of multiples
of 50, or the terms "Relaxed", "Standard", and "Turbo"
- Many gametype options (game speed, frantic, mirror, & karma comeback)
are now changed on map load instead of instantly
- New cvar, "kartminimap", for disabling the minimap
- The maxplayers cvar now actually matches up with our 16 player limit
- Game now keeps track of matches played. Has a condition type
associated with it, as well.
- Game checks for unlocks and saves gamedata when finishing a match,
even in MP
- Removed most of the normal emblems, added a single emblem for Green
Hills. Didn't know what to do with extra emblems and such so I just left
them (FOR NOW c:<)
- Added kartmirror cvar, flips the screen & player controls. The
post-processing effect is currently Software only; will need an OpenGL
implementation but I don't know enough to make that happen
- Moved adminplayer = -1 setting to SV_ResetServer instead of
SV_StartServer
- Bomb overlay is invisible during comeback timer, and flickers back in
when it's almost up
- Show comeback timer on HUD
- Feather is stronger & has more gravity
- Option to use SMK star alarm instead of overlapping music
- Using P_MobjDamage normally on players now defaults to normal spinout
instead of shell's instant stop
- Some general gametype case fixes (most notably, being able to spin
people out in Race using a mushroom)
--------
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.