- Also adjust cv_currprofile in PR_DeleteProfile, instead of half-heartedly outside
- Make it clearer if you're going to destroy your current profile
- Add an "[In use]" identifier to the menu's visuals
- Was reproducible by spamming back button events during game launch.
- Caused by the way profile data was initialised - D_StartTitle was calling a function with too many side effects.
- In addition, never instantly skip the title screen when the above occours.
- This would be enough to patch over the mentioned bug, but I made sure to solve it properly so it won't break when we touch this again later.
- Take the weird extra mini settings menu out of the Online Host Game sequence
- Make sure to actively use the server variables in Match Race creation
- Hides the Auto options for Encore and Kartspeed on the Match Race menu specifically...
- BUT if you leave it at the default it'll secretly set them to Auto!!!
- Make the menu-only dummykartspeed and dummygpdifficulty cvars also affected by the unlock system.
- Master mode is currently behind SECRET_HARDSPEED, this can be changed later when we're seriously thinking about unlock progression.
- Complete forwardport of changes to cv_kartspeed from 1.4+, since I missed a spot previously.
- Fix an issue where if the last line of an M_StartMessage was the longest, the box width wouldn't account for it. (port from v1)
- Reduce length of some common error messages the Addons menu may produce.
- Add a warning for attempting to run .cfg files, since I absentmindedly overwrote ringconfig.cfg with kartconfig.cfg info while testing...
- Get rid of the temperature gauge, a relic from an age where the filenames you could fit in a packet controlled how many files you could load.
- Instead, add a file count to the bottom of the screen.
- Still a little ugly, but this menu is now SHIPPABLE.
Search finally works again!
- Now uses a cvar which is copied into static memory to uppercase it, instead of a weird static string uppercased into zone memory.
- You have to scroll to the top of the menu to use it, one entry above the previous first file/folder/"UP...".
- Don't play menu sound if you've reached the end of an un-looping menu.
- Change M_DrawAddons to draw relatively, so that the height can be changed without consequence.
- Add an option to adjust the spacing of Addons Menu entries (currently unused, but could be explored later).
- Moved Search (still not yet functional) further up the menu.
- Move M_AddonsRefresh out of M_DrawAddons - death to a HORRIBLE hack
- Use it as the tickroutine for the addons menu instead
- Behaves as before, possibly more consistent
There's no actual good way to handle the case of changing your skin, etc, maybe even various controls for a momentary test AND supporting profiles, so don't even try. Instead, let the game "pretend" you selected ttlprofilen to let it just about work.
This works because all the relevant cvars and controls still get saved to the config when changed... they just get written over when you select a profile. So if you haven't changed anything since your last successful launch, it is now functionally indistinguishable.
Catches a case that's never been relevant before -- now that you can open the console on the menu, map commands have newfound dangers to be worked around.
Was caused by the following actions:
- Starting a game
- Going to the Options menu
- scrolling beyond the 4th entry
- Exiting to title screen
- Opening up main menu again
Changed conditions -
- Switch Map and Addons on in-game pause menu
- now restricted by !K_CanChangeRules(), which covers all singleplayer conditions
- Gameplay and Server Options
- now restricted if in-game, and either singleplayer conditions or not admin
- Erase data
- now restricted if in-game at all (fixes new-menus regression)
- Previous implementation used fopen, fwrite, fread, etc.
- Instead, use the byteptr.h macros to/from a buffer, performing IO all at once before/after.
- This way, if we do something unrecoverable mid-write, we won't corrupt the user's profile.
- Also cross-endian compatible AND now capable of supporting changes in the struct.
- Sadly not back-compatible. This should be the last time we destroy the team's existing profiles...
Also, modify a typo in a gamedata error this system used as reference.
Preparation for reworking Addons menu -- I have been caught in these virtual keyboard popups without remembering how to escape a little too often for comfort.
Used to be "CHANGES? No/Yes", but that was confusing.
Now "READY? All good/Change" (had to be adjusted from discussed text to fit in the space, even with thinstring)
* Don't allow creation/loading of more profiles than the game supports.
* Add a few missing M_SetMenuDelay()'s
* Fix PRF%c default name generation issues
* There could still be an infinite loop if MAXPROFILES is ever increased >= 26... but we can handle that one later.
- O(n) instead of O(4n)
- Actually free the sacrificed profile's memory
- Don't hop to profile 1 after deleting a later profile, to reduce the % of footguns/losing your place in the list.
* Use leveltime instead of leniency for flicker, which makes it work as intended
* Make the threshold for tripwire BLASTER 200% (from 180%)
* Always colorize boost/BLASTER when you have a Flame Shield
* Hide boost/BLASTER if you're using flamedash specifically
- Invinc and sneaker can go up to BLASTER.
- Flame shield and momentum make only the boost by themselves.
- Hyuu and grow ignore tripwire so don't make ANY aura without any of the prior also occouring.
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.