Make them stronger by the same factor as acceleration is weakened. This feels a lot more natural, since your top speed tends to be higher on ice, which was making them feel strangely easier to climb ... even though driving on ice is hard mode (even in real life)
Also fixes an oversight where P_SpawnFriction was using the outdated movefactor constants from SRB2 instead of the ones from SRB2Kart that the rest of the codebase was using, by unifying it into one function.
- Software* + OpenGL support
- *Not supported: R_DrawColumnShadowed_8
- This has something to do with walls and FOF lights.
However, I don't see an easy code solution and I don't
know how to even test this.
- If terrain has footsteps, always show those footsteps regardless of player speed slowdown
- Otherwise, if player is slowed down, show default offroad particles
- For players interacting with terrain:
- If a terrain is tagged with offroad, only use footstep if player is being slowed by it
- If a player is not on terrain with footsteps but is being slowed down, use default footsteps as a substitute
This matches behaviour of the previous entry in the series, which was good for communicating the gameplay functionality of being slowed down.
- Drawn underneath absolutely everything else, because it's the least specific of all the guides minigen can provide
- "Common objects" includes:
- Rings/spheres
- Waypoints
- Item boxes/spots
- Overtime kiosk
- Rings
- Item Capsules
- The above were chosen because they're a good distinctor between sectors that are valid to drive on and sectors that would be valid were there no impassable lines or massive height differences preventing the player from getting there.
Related:
- K_TerrainHasAffect now has a "bad only" check mode.
- If true only report back for strong friction, any offroad, any damage, or stairjank.
- All pre-existing colours are now actually what the code says they should be for the 2.2 palette
- RR-specific colour changes.
- Remove all noclimb-specific line colours
- Render areas that can't be stepped up/down onto as walls
- Add colours for
- Tripwire (cyan, but not 0xff cyan)
- Finish Line (grey)
- FOF info (blue)
- Use a low-intensity colour to signal possible offroad/hazard sector or stairjank step
- Rework to support drawing in multiple passes, so that information that is strictly more important (solid walls, finish line) will not be obscured at minimap resolution by nearby lines signalling offroad/stairjank
Related:
- Added K_TerrainHasAffect
- Returns true if terrain has any properties which would affect the player's gameplay, false if not.
Can be used to disable VFX, so it can only appear if its owner is a display player. If no owner is provided, then it will be removed entirely.
Applied to most things that Ivo asked for
- Use `SpeedPad` to set the strength. Intended to be scaled like Trick Panels, so 1 for yellow, 2 for red, so on. Can use floating point.
- Use `SpeedPadAngle` to rotate the thrust direction. This is in the same system as map angles, so east is 0, north is 90, west is 180, and south is 270. Also accepts floating point.
- Speed Pad angle accounts for the flat alignment itself, as well.
- Like Sneaker and Trick Panels, the sector / line special are now deprecated.