Specifically, it avoids sorting or clipping the sprite
against stuff like FOF planes, which are notorious for
messing up sprites. Useful for debug stuff which
absolutely must be visible.
debugrender_contrast -1.0 to 1.0, default 0.0 (no change).
Higher values add more contrast (darkens the level), lower
values add less (brighten). Does not affect thing drawing.
Software mode only.
Adds r_debug.cpp
50% increased effect of handling boosts, 75% reduced penalty for handling boost stacking, grants a boost proportional to your sliptide length when you straighten out
M_UpdateMenuCMD only needs to be called once per tick per player.
It was being called for every event, which really mangled the repeat
delays as more attached controllers sent axis events.
Call this whenever we need accurate player positions. In addition to before player think, is now being used for exiting as well as immediately when the player is spawned.
There shouldn't be any spectators in Podium anyway. But
there are if you come here from a Sealed Star because bots
get spectated in those. The bots are still spectators
until they spawn (after G_FindPodiumStart).
Since G_FindRaceStart doesn't use regular position stuff, it needs to do this. Seems to fix the weird bug people were running into in the VC, but it also seemed kinda wishy-washy
- A K_drawButtonAnim function is also provided for convince, since I figured it would have more future uses
- This also makes all of the button patches global, in addition
- Handle bot spectator on spawn purely in P_SpawnPlayer from now on
- Don't give podium players flashing tics
- Don't call P_MovePlayerToStarpost during podium. (Needs further fixing in another branch, since this also apparently affects bot spawning in all maps.)
- Update mobj_t pointers in CL_ClearPlayer if G_GamestateUsesLevel()
- Forcefully set initial podium waypoint if jointime <= 1
- Use G_SpawnPlayer consistently in P_InitPlayers for podium