* Update all the other V_DrawCroppedPatch calls to match the new behaviour.
* Fix the OGL version of V_DrawCroppedPatch to match the new behaviour.
(To justify my changes: It's not exposed to Lua, and the function signature was a mess. This way it's easier to mentally map how it would work.)
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
* Optimisations in a bunch of places, including to static
* Fix some visual errors with text and patches near the edges of the screen in non-standard resolutions.
* Changed the save format a little more, since I had free reign over it.
* Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
* Fix a bug where I got emeralds and mapnumbers mixed up when checking for the "there's a tailsbot" flag.
* Consider a save with an invalid skin an invalid save, rather than allowing its continued presence.
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).
Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
* If NONET, the Multiplayer option on the main menu leads directly to the Splitscreen menu, which also includes player 1/2 setup under this circumstance.
* A mechanism to save player name, skin and colour as defaults to config.cfg.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
* Search case is now handled via cvar instead of assumed based on system.
* filemenusearch (previously strsystemstr) uses static char[] to prevent stack suffering.
* New cvar for searching from start of string instead of anywhere in it!
* Menu tweaked for the above.
* Reverted slash from pathsep.
* Improved layout of addons menu.
* Disabled input for 5 tics after a console-touching enter key command on the menu, so that weird stuff doesn't happen.
* Added Add-on options.
* cv_addons_option - chooses save location. A little smaller in scope than the weird Default/HOME/SRB2/Custom thing for screenshots - now it's SRB2 Folder and Custom.
* cv_addons_folder - goes with Custom for above.
* cv_addons_md5 - chooses whether to identify files on the addons menu with name comparison only, or with checksum comparison as well (more intensive hence not default).
* cv_addons_showall - chooses whether to show just supported file extensions, or all
* Some minor other refactors.
Bad:
* Screenshot options menu crashes on access for some reason (to do with itemOn not being valid?????) looking into
New User Experiences - Menus, Closed Captioning, and other non-substantial tweaks
Hello! I'm going to words.
* Menu stuff!
* Scrolling menus when there's lots of options instead of doing lots of nestling!
* Video Options, Server Options, and Screenshot Options have been updated to take advantage of this.
* Headings are prettier in general to match the level platter's headers!
* Expose a bunch of stuff Mystic wanted exposed, without iundating the player!
* Little arrows!
* Better, clearer control menus!
* I know this is probably related to the above, but whatever.
* Very organised with lots of renaming and magical clarifying context headings!
* Killed the analog-only Camera L/R keys in favour of merging them with the regular turn keys in that context!
* Also little arrows!
* Statistics!
* One page instead of two, loses a lot less info than you'd expect!
* The benefit of having them on one page is greater than the loss of being able to individually discern which of your Score/Time/Rings is incomplete.
* ALSO also little arrows!
* Secrets checklist!
* Scrolls vertically!
* Allows for autogeneration of conditions based off conditionset, which allows for names of required levels to be hidden if you haven't played them yet!
* Still allows overriding condition string per traditional checklist.
* This allows us to show every secret's condition without letting it be spoiled or overflowing the everything.
* Also ALSO also little arrows!
* Closed captioning!
* Console command "closedcaptioning on/off".
* Shows stuff in the bottom right hand corner of the screen.
* sfxinfo[sfx_name].caption = "Butt.".
* S_StartMusicCaption(string, tics, optional player) allows for a caption to play without being anchored to a specific sound.
* Color Profile!
* Using only the best in advanced cube-based majyks.
* cv_gamma now goes from -15 to +5!
* cv_saturation - from 0 to 10!
* A new menu for modifying the hue, saturation and gamma of specific corners of the cube (RYGCBM) independently of the master options!
* Screenshots/Video Mode now supports turning on/off circumstantial color profile alterations (cv_screenshot_colorprofile).
* Spring cleaning!
* cv_allcaps is dead.
* Sudden death and old match scoring (25 points for shield damage as the only change??) is dead
* A few things are taken off the menu because they're not that relevant to have.
* cv_competitionboxes now applies to race as well.
* Failed teleports go nuh-uh.
* Question mark boxes don't have doomednums anymore, so they can't be placed in singleplayer and used to get free lives by playing with the tv_extralife etc stuff.
* Other tidbits!
* HUD offsets are tweaked to give one digit less space to score and one digit more space each to time and rings to match up the right edges.
* Emerald tokens show up on the level complete screen and are loaded into a coin slot at the end of the tally.
* Speaking of Emerald tokens, they now give score all the time, and continues instead of 50 rings when you have all Emeralds.
* Moved Race HUD down, and made it go bing bing bing BONG.
* V_DrawCroppedPatch now properly handles topdeltas.
* Minor tweak to GFZ3 eggmobile's pinch to be more lenient.
* Hudnames for skins now replace full stops with katakana dots. We could make it replace a different character instead if we really wanted to, but I figure this matches what is desired.
Check out ```<root>/!LatestSRB2Files/srb2win_branch_deeznux.exe``` to try it out.
See merge request !91
* Menu shuffling for addons. Shows up on main menu and MP pause menu if you're host/admin (not encouraged in SP).
* The menu yells at you in red text if you're playing, warning of issues.
https://gfycat.com/DizzyEnergeticCygnet
I will make it prettier.
(Also: stristr. Since the Windows (and others?) standard library doesn't have it for some reason, I modified code someone put on StackExchange as a stopgap; once I'm ready to get on IRC for the day, we'll discuss attribution/rewriting.)
* M_StartMessages when file loading goes wrong! (Determined by CONS_Alerts of warning level CONS_WARNING and CONS_ERROR happening after W_LoadWadFile has been called.)
* Now actively tries to keep your place on the menu if files are deleted between calls to preparefilemenu().
* More enums! DIR_ (for if you want to try embed more metadata in the dirmenu strings) and REFRESHDIR_ (for refreshing the menu and handling warnings).
* Handle changing size menu between calls to opendir() better.
* Don't crash on draw/enter attempt if one of the dirmenu's is null.
* Moved the addons menu to OP_MainMenu instead of MainMenu for now so it can be tested in MP without needing to mess with several menus.
* Display the amount of space used for serverinfo_pak's fileneeded on the addons menu, both visually and with a percentage.