- Sprites have directional lighting, like walls
- For normal sprites: contrast is much stronger than walls
- Papersprites look the same as walls
- SpriteBacklight option in level header weakens the contrast for sprites only
- SpriteBacklight subtracts from LightContrast
- E.g. SpriteBacklight = 0 would let it match LightContrast
- E.g. SpriteBacklight = 60 would make the contrast much weaker
- Negative values make the contrast stronger
- Bird slopes can be made from UDMF sectors
- Group is now argument 3 on the line/sector action and argument 1 on the anchor, instead of using tags.
- The terminology no longer swaps between "tag" and "paramater" -- it's just called "group" now.
- Spawn them after player count has been calculated properly.
- Move gametype spawning into its own argument. Now instead of 1 flag that said it inverted Time Attack spawning but ACTUALLY just made it spawn in all modes, there's flags for the two gametypes which can be combined. Not setting any will use the old default behavior (rings are in both modes, items are multiplayer-only).
- Gachabom hits an object and is destroyed immediately
(does not bounce off like Orbinauts or Jawz).
- Gachabom explosion spawns in its place.
- (New) Gachabom physically returns to the player who
threw it.
Immense 25-file diff, so spun off into its own branch.
- Improved appearance
- Not just a big block of text on a blue background
- Well, OK, the main part is, but some stuff has been spun out into its own fields
- Title text
- Text and button prompt for Yes/No or OK
- Slides with pow on and off the screen
- Disabled MM_EVENTHANDLER, which has always been dog but got considerably worse after newmenus to the point nothing's using it anymore
- Required in order to reduce the reliance on FUNCPTRCAST, which prevents Eidolon from compiling some stuff because it's not valid C++
- Landing sound when doing a hop (uses a Knuckles Chaotix sound, maybe temporary)
- Meter fill sound when checking Rank for Sealed Star
- Stopping early when Rank is too low (same sound as Landing, potentially temporary if someone gets inspired)
I considered restricting it even further to "unlock every minor unlock that can be unlocked by a Chao Key", but decided that if you haven't "completed the game" yet, you should still be periodically reminded of it.
- Anti-tailgate measure for the SMK titlescreen recreation (prevents slots on the same row from being used immediately one after the other)
- Slightly reduce spinout chance since it felt too frequent