* 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.
* 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.)
It's cut down already outside of levels, needed to stop Lua sending mobj references during intermission though.
This is needed because in the past there was a separate way to send player information to joiners that has since been removed. Meaning player information is always desynched for joiners during anything but levels.
* Fixed the issue where your runs would be saved as belonging to the wrong character.
* Make the Ghost menu always visible. This isn't PERFECT, but it's better than hiding the option to toggle ghosts just because you're doing your first run as a new character.
* Fix the number of laps carrying over from MP(!!!!!!!!! plugged a huge security hole for the authenticity of replays...)
Other stuff!
* Hide map hell maps in the statistics.
* Clean up some nonet stuff in the menu.
* Put player setup last again, and tweaked its wording.
* Disable the special Kart waiting for players behaviour when not playing a netgame - seeing a double gamestate transition in record attack is weird.
* 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.
* fix screen to properly truncate the filename to just the real name only
* if the real name itself is too long, use ellipsis and paste in parts of the start and end of the actual name
note: I haven't actually tested if this works or compiles yet, I haven't the time right now
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