- Split MF2_DONTDRAW into MFD_DONTDRAWP[1-4], also replaces MFE_DRAWONLYFORP[1-4].
- Split MF2_SHADOW into MFD_FULLBRIGHT and MFD_TRANS80. I also added an entire spectrum of options for transparency & brightness overrides, since I've found myself wishing for stuff like that before.
- Tethering was updated for it's client-sided drawing to apply to splitscreens too.
- Removed cv_transparency.
The transparency overrides don't seem to work yet (obvious on things using MFD_SHADOW), just running out of time to look into it so I'm pushing what I have.
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
I've tried to make this so it almost never under-compensates, and over-compensates very little where possible.
I don't think it's 1:1 to software's current behaviour, and probably never will be due to software being very strange.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
The skybox rendering process has been replaced with portals instead. Those are generated after the first BSP tree pass by looking for existing sky visplanes at the time, and their windows are used to define new portals.
The skybox portals are still incomplete and cause visual glitches when masked elements are involved.