* 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"...
* Place FREE PLAY in a less contentous location.
* Fix comeback timer being incorrectly offset from the center of the screen.
* Prevent vote drawer from nuking itself (visual-wise) at the start of the level fade following it.
* "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).
- Turning dust is spawned in the correct position
- Turning dust sprites are flipped
- Shadows display on the ceiling for flipped objects
- Drift sparks display in the correct position for flipped players
Will continue with item fixes tomorrow
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.
- A new variable, voteclient.loaded, for keeping track of whenever or not voting data has been set up or not. Gets set to true in Y_StartVote, false in Y_UnloadVoteData. This is used to prevent drawing the screen in cases where it would crash, and preventing duplicate Y_EndVote calls.
- The game checks for all spectator when transitioning to vote, to decide whenever or not it should skip it entirely or not.
- Unrelated: made the roulette cheating much more common. Hopefully it's as cheaty as Mario Party now :p
- Banana drag timer resets when placing one, for x3 & x10 bananas
- Banana dragging spawns transulcent dust
- Dragging bananas make them twitch up & down
- 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.
* Activates when there are less than two non-spectators in a netgame.
* Shows flashing text at the bottom of the screen.
* Prevents drawing several UI elements that only make sense with multiple players.
* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
* First person now works with it!
* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* 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.
- Getting wipeout bumped into offroad slows you down
- Orbinaut & Jawz are relative to your weight (Jawz is heavier), via new function K_GetMobjWeight
- Reorangized where K_KartBouncing is called so that wipeout changes don't affect Eggman Items