- Add spectatewait to G_PlayerReborn
- This was making shuffeloser not work
- Testing setup
- `-server -splitscreen 4 +shuffleloser 1 +maxplayers 2 +numlaps 0 +debugstart 0 +inttime 0 +advancemap random`
- Spectate two players, go to map
now that we have spots on the player struct for both gradingfactor and exp, store exp in the exp field after adjusting gradingfactor, and just reference it instead of recalculating every time
Implemented using libopus for the Opus codec, same as is used in Discord.
This adds the following cvars:
- `voice_chat` On/Off, triggers self-deafen state on server via weaponprefs
- `voice_mode` Activity/PTT
- `voice_selfmute` On/Off, triggers self-mute state on server via weaponprefs
- `voice_inputamp` -30 to 30, scales input by value in decibels
- `voice_activationthreshold` -30 to 0, if any peak in a frame is higher, activates voice
- `voice_loopback` On/Off, plays back local transcoded voice
- `voice_proximity` On/Off, enables proximity effects for server
- `voice_distanceattenuation_distance` distance in fracunits to scale voice volume over
- `voice_distanceattenuation_factor` distance in logarithmic factor to scale voice volume by distance to. e.g. 0.5 for "half as loud" at or above max distance
- `voice_stereopanning_factor` at 1.0, player voices are panned to left or right speaker, scaling to no effect at 0.0
- `voice_concurrentattenuation_factor` the logarithmic factor to attenuate player voices with concurrent speakers
- `voice_concurrentattenuation_min` the minimum concurrent speakers before global concurrent speaker attenuation
- `voice_concurrentattenuation_max` the maximum concurrent speakers for full global concurrent speaker attenuation
- `voice_servermute` whether voice chat is enabled on this server. visible from MS via bitflag
- `voicevolume` local volume of all voice playback
A Voice Options menu is added with a subset of these options, and Server Options has server mute.
- Lost & Found courses are now part of the intended sequence of `advancemap next`
- Does not include Test Run, that's admin choice only
- Courses with too-small playerLimits will be skipped for both `advancemap random` and `advancemap next`
- ResolvesKartKrew/Kart#1411
Instead of voting for the level you want and the pick is decided by RNG ... now you take turns picking the maps you *don't* want, and the last one remaining gets picked. The previous loser gets to strike two stages and goes first, while the previous winner only gets to strike one.
Very incomplete visuals, very janky.
Taking the old charge idea, but instead of missiles, it's bananas that explode on the floor and can only be lobbed forward. Charging creates more projectiles in a circle pattern around it.
MobjList count
WIP: Checkpoints grant lap bonus
help?
can't allocate vector
fixed tagged line iteration and collision detection
Multiplayer animations and map retart fixes
Clear between maps
Takes two screenshots for a list of maps that have an "Alternate View Point" thing with tag 0 -- one intended for level select pictures and another for Discord Rich Presence. If no view point exists, the map is skipped.