* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
* Dontdraw-ness, transparency, and colorization match the player's object!
* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
* Countdowns now play the drowning music again.
* Removed/disabled extraenous P_RestoreMusics.
* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
* Record Attack Input display!
* Show Record Attack emblem and emblem time on the HUD! Changes colours with the player, just like vanilla internal's.
* Remove the ugly dark blue box on the singleplayer (including pause screen) whose only purpose in Kart was to contain the Record Attack emblem info!
* Unrelated shit!
* Improve loading Kart HUD graphics.
* Fix mirrored HUD graphics being one screen pixel (not basevid pixel) offset.
- Spring panels have a higher minimum forward speed, and you can no longer drop below that speed.
- New, separate type of spring panel that has a maximum speed cap, for small jumps.
- Unrelated: The SMK Donut Plains bushes now have much less thinker overhead.
- Unrelated: Fixed my earlier attempt at getting momentum redirect to work when you just hit the ground.
- 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!