- Latency is based on D0 instead of D2.
- Confirm offset is now adjusted for latency, so it should feel more correct when stopping it.
- Slot machine offset is properly set up to use the slot machine offset instead of the item roulette offset.
- Fixes for UC_ALLCUPRECORDS
- Actually use the capped difficulty variable
- For the "every Cup" case, don't permit modded Cups to affect the result
- M_CheckCupEmeralds (referenced for the above)
- Also do not permit modded Cups to affect the result
New condition for tracking multiple cups' windata.
`Condition1 = AllCupRecords RR_Egg Bronze`
- All cups up to Egg Cup must be completed at Bronze or better
`Condition1 = AllCupRecords`
- All cups in the game must be completed
`Condition1 = AllCupRecords All Any Master`
- All cups in the game must be completed on Master mode`
- Always force a page seperation between the last core files cup and the first modded cup
- Lost and Found sits exactly between them
- If any cup on the last page of basegame is unlocked, place LnF on the last core page
- Else, LnF is the first "cup" on the first Modded page
- It's done this way so no Core material is spoiled if you haven't unlocked it yet. We want people to believe RR contains only 7 cups unless they go above and beyond
Also address Volt's bug report: Prevent the first page of cups from being overridden if everything is locked
In preparation for Gust Planet seasaws, I'm grouping these
separately from the rest of Dead Line states.
Because the visual object does no think for itself, rather
by proxy of the main seasaw object: I removed the DLZ tag,
since this object will be reused for Gust Planet.
- Controlled by M_CupSecondRowLocked
- Looks for any Cup with associated unlockable that's on the second row
- Cached on load for both relevant menus - Cupgrid and Challenges
- Custom cups will be stretched out onto more pages
- Side incentive of unlocking more material: Less annoying interactions with custom material
- Pages with nothing unlocked are completely skipped over
Also moves a bunch of minor things which previously used magic numbers to the CUPMENU_COLUMNS/CUPMENU_ROWS defines, for sanity
- Only play when your latestlap increases, since the thumbs up/down is what affects your Grade
- If knocked back over the line, stay on your latest lap value instead of going back down
- Instead of iterating over all levels, iterate over all entries in round queue
- Accomodates hash collisions
- Accomodates levels in queue that simply haven't been ranked
- Prevent more levels being ranked than the size of the Queue
- Improve error messages to provide more information about the state of the queue
- When a nextmapoverride is in play, do not insert the just-played map into the GP Rank
- Put all the behaviour that determines which Round icon to show in exactly one places
Also, fix a bug where it would show the skin realname for a spectating player's tally instead of the ROUND text.
Resolves most of #772.
- Match maximum size of levels array to ROUNDQUEUE_MAX, to prevent edge cases
- Explicitly check that numLevels does not equal/exceed array size before writing
- Use ease-out sine curve for lap points. This means that the difference between 0 and 1 lap points is more drastic for your score than the difference between 5 and 6. (If this isn't strong enough, then a different curve can be used.)
- Final position is weighted less heavily.
- You now get 0 points at the best losing position, instead of 0 points at the worst winning position. This means less negative points.
- Fix Battle ranking being wildly skewed when point limit is disabled.