* Turn off mlook and mousemove by default, as requested by Prime/Mystic.
* Change all the analog cvar names (and hide them from the help function so they aren't so easily rediscovered) to invalidate 2.1-era copies of config.cfg, given I've seen a common sentiment is that they won't try the new controls at all and will just copy their old ones across, and I'd like to sabotage the deprecated feature.
* Kill addonsresponselimit, which was a hacky solution to a stupid problem. Instead...
* Allocate and consistently handle memory to store the name of an added file so we can reference it directly.
* Replace the choice between ./ and a custom folder with the full, standard assortment of Default (usehome ? SRB2HOME : SRB2PATH), HOME (SRB2HOME), SRB2 (SRB2PATH) or Custom (cv_addons_folder.string).
* Make these render as the name plus folder, since you can't go UP... from the top level.
* Make the path seperators consistently system-based re PATHSEP. (Quite frankly, I'm surprised it even worked in the first place...)
* Instead of iterating through the folder every time you change the search query by one letter, iterate through the "coredirmenu" (the game's interpretation of the folder) instead. MUCH, much less likely to lag to fuck and back.
* Hide a bit of complexity in filesrch.c instead of having the entire thing exposed to mess with. For example, closefilemenu() instead of manually freeing the struct each time.
* Refactor some stuff.
* https://cdn.discordapp.com/attachments/400761370800422922/456833651645349888/srb20051.gif
* Fix some wipe bugs.
* Solved that thing where there was no fade between two back-to-back cutscenes.
* Fixed there being no effective wipe between the end of the vanilla intro cutscene and the title screen.
* Smoothed out the behaviour of titlemap fades to prevent conflicts.
* [COMPLETELY UNRELATED] Kill the pause graphic and replace with a blue box with text in it, like what happens when the window loses focus. Much harder to miss.
Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox
From what I know, this effects at least Aerial Garden and Seraphic Skylands
The FixedMul() C implementation would produce off by one results,
causing constant desyncs on 64 bit builds and builds without an
ASM implementation of the function.
This is fixed by shifting instead of dividing, possibly avoiding
rounding errors.
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P