- Don't decrease spinout when boosting
- Don't increase banana dragging when in the air or if you're not moving (Not sure about this one, just thought that this would feel better than it always increasing once we add the visual effect)
- Play a sound for banana dragging
- Correct finish line sounds
Updated my compile setup to GCC 6.3, makes it as far as m_misc.c now with ERRORMODE and DEBUGMODE, stops at some gettext related stuff I don't know how to fix now
- Smoothed out Ruby & Sepia
- Made Sapphire more distinct from Blue
- Made Navy more distinct from Jet
- MD2 colors weight a few colors even more heavily
- Revised ColorOpposite table
- Fix Wanted not updating on hit
- Very minor item odds adjustment for Battle
More menu/highlight things:
* Rename "Default" to "Game type", to make clearer what it's doing.
* Tweak race colouring slightly.
* Put a highlight around the level select icon, and make it consistent with voting.
* Allow setting the highlight colour to affect the intermissions.
* Fix bug with gametype colour getting for record attack.
A handful of skincolour things:
* Rename Turqouise to Aqua, because it resembles one of my fav 2.2 colours with that name.
* Fix incomplete Steel Blue -> Steel rename.
* Merge the very similar Blueberry and Sapphire...
* ... so Sapphire can be backported!
* And Ruby too.
- The majority of all colors have been tweaked in some capacity to have higher contrast, to either make character highlights or lineart pop out more
- Two new "on trial" colors that may or may not stay: Tangerine, and Dusk. Tangerine is a yellow-orange color to fill the void of yellows. Dusk is a previously removed color that looked freakin' sweet after some cleanup, why wasn't this kept?!
- Turquoise & Frost have been merged. My clean up of Frost ended up looking like a combination of the two.
- Caramel has been removed, Shiny Caramel takes its place.
- Unleashed my inner dream as wanting to have the job of whoever gets to name crayons, and changed all two-word names.
- Todo: reorganize by hue then lum for a nicer invincibility effect, redo and throughly test ColorOpposite table, double check to make sure there aren't any duplicate blendcolors for OGL
* Center level selection.
* Re-work Record Attack screen.
* Re-order MP Main menu, hide in NONET.
* Combined yeeeah on vote screen.
* Colour gametype on tab and tally.
* (unrelated) Don't show "CHECK" if exiting.
* Bar of levels.
* Colourisation!
* New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid!
* New single page statistics screen!
* V_DrawFixedPatch now works at the edge of the screen!
Ghost fixes!
* On minimaps!
* Free memory after use!
* Don't spawn in midair on slopes!
* 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...
* Improve control menus significantly - a more layout-neutral, gameplay importance based order, with spacing, and less depth to get to the important stuff.
* Port over the improved MP main menu from internal, including flattening the IP connect onto its level.
* Allow for selecting the number of splitscreen players using a menu option, rather than three seperate menu choices.
* Improve the layout of all of the level/gametype select menus slightly.
* (unrelated) Make fourth player area in 3p splitscreen use the tiling background instead of a pure black area.
* (unrelated) Tweak minimap ordering slightly.
* Fix that rat-ass nasty crash with respawning from spectator mode!
* Flying ghost kart for spectator mode! It's silly and fun...
* Allow for .bat files to be .gitignored in the Debug compilation folder too!
* To go with this, have the HUD fade in as the title goes away.
* After complaints, only do dogear gametype indicators on the voting screen for levels which don't match the prevailing gametype, and use thin font to intrude on the level pic less.
* Make the voting screen background a different graphic in battle.
* Improve behaviour of DrawDiag in GL.
* 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
* PRETTY SURE I fixed that bastardacious issue with multiple shield items disappearing at once. Done via introducing lastlook to store the updated count.
* Fix an issue with incorrect scale setting for shield items.
* Clean up a bunch of weird shit with regards to setting of hnext/hprev chains. (Why does the player go on the opposite end to the direction you enter the chain from...)
* Repair hnext chain on mobjremoval as well. May or may not remove the need for overlay/shadow thinkers; too tired/excited to dig into that atm.
- Peelout sound for sneaker boosts
- Flicky grab sound for stealing balloons
- Adaptive sounds for start boosts (drift boost for sub-optimal boosts, sneaker boost for good boosts, super transform sound for the frame perfect boost)
- Orbinaut rollling sound