- You will only see one uncompleted course on the Tutorial level select at a time.
- All subsequent stages will not be visible.
- This actually doesn't apply if you've beaten all the basegame Tutorial courses, and then load custom ones, to avoid discouraging the creation of those.
- If you select the menu and any loaded Tutorial stage is not completed, that stage will be highlighted automatically.
- Uses the same icon as the Grand Prix backup tracker
- Partly because it's the same general concept, saving your progress between sessions and alerting you to incompletion
- Partly so I didn't have to bother any asset creators for something more specialised
Currently exists for:
- Generating a Chao Key
- Attempting to use a Chao Key on a Major Challenge
- Only shows after Generating a Chao Key just so it doesn't fire before you know what's going on
Text is preliminary
Fills up as you complete challenges.
Unlock all Challenges without using Chao Keys on a major tile to get the Beginner Chao Medal.
Do so without using any Chao Keys at all and you get 101%, with the Challenge Chao Medal!
(This can retroactively apply if you complete the relevant tasks legitimately at a later date.)
Also makes CC_s into an enum (now prefixed with CMC_, since CC_MAX exists in a header file already).
Resolves#704
Now converts to skin prefcolor in:
- Player menu party
- Challenges menu
- Why it's done on this branch - want to avoid merge conflicts
- Gamepad indicator
- Actually fixes a bug at the same time for skins with nonstandard startcolors
- Must have every challenge surrounding it unlocked. (CHE_ALLCLEAR, see previous commits)
- Takes 10 Chao Keys.
- Has a swag animation.
In addition:
- Replace the DEVELOP-only Z button behaviour with "add a free key", since large tiles are no longer permalocked, only expensive.
This basically came to me in a dream, who am I to look the horse in its mouth
- Press to start a shuffled sequence, losing your current position in the autosequence.
- Press again to disable, but keep your current track.
- Adjust horizontal offset of Stereo buttons slightly.
- More judiciously comment Sound Test functionality, to assist future maintainers.
- V_HUDTRANS does not fade if combined with V_SLIDEIN
(since sliding elements are not supposed to fade).
- If not V_SPLITSCREEN, uses most opaque fade value among
splitscreen players (since Tally will fade back out for
specific players).
Reduces the toxicity of "userlist-bumping", the phenomena where you pick a name that begins as early in ASCII as possible for clout.
Now that only continues to apply to the sort that is already just a little toxic.
Instead of putting you on the room select but forbidding changing the room...
- You haven't unlocked add-ons (formerly forced to CORE)
- Skips the Room Select and takes you directly to the CORE mode Server Browser
- Game has add-ons loaded (formerly forced to MODDED)
- Forbid accessing the Server Browser with a helpful message.
- Reduces tech support burden.
- Parity with the previous entry in the series.
- Let players know if their cv_masterserver was changed, and give them the opportunity to change it back
- A limited number of nag attempts, so if people are using a legitimate custom Server Browser they won't be annoyed for the rest of the game's lifespan
- Show the Server Browser at the bottom of all online menus
- KNOWN BUG: currently overlaps with the Join IP
- we're redoing this menu before launch because it's buggy so this is just another bug on that pile
Ported from KartKrew/Kart-Public!286
Unlike the previous entry in the series, this actually defers outbound rules checks for either selecting "Host Game" on the menu, or starting a server via the console/command line parameters. Only attempting to host a non-advertised game via the menu will have sent out an unnecessary rules request to the MS!
- No longer reimplement base functionality in confusing overlapping situations, only add on top of it where necessary
- Fix the case where no servers were found to not allow scrolling past the bottom
- KartKrew/Kart-Public!313 has finally been integrated with the changed menu code
- Attempts multiple times to get every public server, up to nettimeout
- Clear the server list when entering/exiting and refrehing
- Show visible servers and potential servers opposite the Refresh input
- I would have done this in another commit, but the system was too broken to repair without just putting the working solution in wholesale
- Improved visual scrolling behaviour
- Pressing A actually joins the server
- CORE vs MODDED is handled in SL_InsertServer, not a seperate function to drop/memcpy things around
Also, abstract out the little "PLEASE WAIT..." message popup during potential IO block into M_PleaseWait (only used on connect process via Menu)
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
Creates a central landing point where gamedata loads/creates can be finalised properly.
In addition, gamedata wipes caused by data erase or custom SOC gamedata can no longer be saved in a partway corrupted state if they were to crash midway through.
After turning on freecam, the vertical angle is tilted
slightly downward (this is carried over from normal
chasecam).
Interpolate that angle back to normal while moving
forward. This makes it so you don't need to manually
adjust the vertical angle, since it would cause forward
movement to send you into the ground.