* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
Linedef type 443 (Call Lua Function) fix
Fix for https://mb.srb2.org/showthread.php?t=42491
Note that the crash reported occurs only if Lua has been initialized (by having a Lua script loaded) and a LinedefExecute hook function has been added.
See merge request !171
Screenshot slots fix
Fix for this bug: https://mb.srb2.org/showthread.php?t=42508
The game should now print an error saying all 10000 slots have been used up. It was already there funnily enough, just someone goofed up in the code for finding the next screenshot name to use.
See merge request !170
Lets modders set how the game should be saved. Likely useless for
vanilla, but helpful for other mods. This was spawned out of selfishness
for SUGOI to make it only save at the hub, but mods like Boss Mayhem,
which has a hidden map and an act 3 (without any other acts) in the
normal SP campaign, and other mods where the default is detrimental
would benefit as well.
0 for default, 1 for always, 2 for never (no constants because bonustype
doesn't have them either). Won't save if the game is modified, if using
a no-save slot, if playing ultimate mode, or if in a special stage, even
if savemode is set to always.
Level completion emblems
Simple port of something I made for a 2.1 exe mod that Mystic mentioned needed doing on the 2.2 Priorities topic (http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type "map", which gives you an emblem upon beating the map it's for.
Var sets specific condition flags on top of normal completion; 1 or ME_ALLEMERALDS for all Chaos Emeralds, 2 or ME_ULTIMATE for Ultimate mode, and 4 or ME_PERFECT for Perfect Bonus. These can be combined with each other, but they do not all need to be done in one shot; an Ultimate + Perfect emblem isn't impossible as they can be done in separate runs. (This can easily be toned back down to a single choice/removed entirely if requested; these were added simply because it was easy to implement for modders.)
Criticism on the way it's coded and/or how it is implemented is highly encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad, pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
See merge request !74
Analog mode's camera is now x1.2 of your actual cam_dist setting,
instead of being strictly 192. "analog on" seems to reset this modifier
every once in a while, but "useranalog on" prevents this. The wiki
itself says that you should only change useranalog though, so it
shouldn't be too big of a deal.
Camera settings: distance from 128 to 160, height from 20 to 32, speed
from 0.25 to 0.3
Mouse sensitivity from 35 to 12
Default control setup is Mystic's proposed scheme from the New Player
Experiences topic (https://mb.srb2.org/showthread.php?t=42095)
Also, camera settings now save to config, and they no longer try to
reset back to the default at every chance it gets (you can die, start a
new game, or exit, all while still keeping your preferred setting)
* Fixed bug with the magnet shield homing attack and charability homing attack not properly updating the player's target/tracer.
* Made flashing of lockon/got flag icons slower.