Takes two screenshots for a list of maps that have an "Alternate View Point" thing with tag 0 -- one intended for level select pictures and another for Discord Rich Presence. If no view point exists, the map is skipped.
These particular patches need to be cached in
K_LoadKartHUDGraphics, but caching them anywhere else with a
different tag causes them to potentially be freed and then later
use-after-freed during a Sealed Star run, causing a crash. Instead,
let's cache them as PU_HUDGFX in all cases where they are used.
FixesKartKrew/Kart#1240
- All gametypes will be shown in the drawer, as opposed to just Race
- However, don't attempt to add the preview pic for CUPCACHE_SPECIAL (the Sealed Star)
You'll see the Platinum time to reach as a guiding star when Time Attacking the specific course, but with no accompanying empty medal icon.
Also
- fixes an x coordinate issue for higher medal quantity on the version that draws under the timestamp
- cache SECRET_ENCORE and SECRET_SPBATTACK availability in the statistics drawer too
Uninhibited voices/horns (see the "meme" setting in v1).
Removes the SECRET_MEMETAUNTS unlock, which didn't fit the general level of cohesion main game content should have.
- TehRealSalt and Lat` are currently preoccupied, so handle their credits
- Correct some accidential copypastes of existing boilerplate into new files
- Add a handful more of mine
- Consistency for Kaito Sinclaire's online handle
- Menu string for server count
- Thin string for server name
- Gear instead of difficulty (renamed to keep the old assets just in case online GP)
- Pwr fixes
- Handle -1 case as "No Pwr"
- Adjust draw coords a little
- Custom gametype support
- Shows name as net-communicated instead of Pwr
- Affects d_clisrv side a little bit too
- All custom gametypes MUST show up on the Modded room, no exceptions
- Cache gametype info instead of constant strcmp
Now performs unsigned portion of calculation including modulo, THEN multiplied by FRACUNIT
Variable names have been adjusted a little to make this clearer
- Instead of referring to conditionset id, the number you provide is unlockable id (as seen in unlocks.pk3, so plus one).
- This is preferable because multiple unlocks have the same conditionset.
- Show flashing highlight for the desired unlockable id on the scrollbar, too
- Different flash to unlock that hasn't been inspected yet
Goes hand in hand with the previous commit's highlight feature at being accessibility UI polish for the intimidating number of Challenges we have.
Finally, there's a consistent frame of reference for where you are scrolling through the board!
Game design solution to the problem of multiple Challenges being unlocked at once not being clear enough.
Uses the `unlockpending` array for gamedata save purposes, which I was always intending to use for this purpose but never quite got around to.