- Editing the current profile for a player will update their Driver so map command and Challenge Driver have proper comparison available
- Re-order M_CharacterSelectInit so driver/follower info is available/valid when M_SetupProfileGridPos is called
- Since we're only using 50% of rollangle steps at 35fps, we can smooth it out under interp conditions like the flipping tile
- Don't grey out the text/stop the button animation for the input prompt, since pressing it again will stop the music, whereas grey text on Drivers/Followers/Colors means no function
- Keep the tile flipping even when not hovered over
If playing a given altmusic unlock...
- If selected, spin the disc
- If not selected, constantly flip the relevant tile on the board
- Either way, flash the relevant pixel in the scroll bar
- Only works in parties of 1
- Currently intentionally disabled for other types of Match Race, as they tend to have too many options and I don't want to risk infinite menu loops
- Dedicated function for cleaning up Challenges Menu memory
- Adjust the required function slate to open Challenges menu without malformed data
- Permits it to be used with restoreMenu, where it would silently infinitely loop before
- The Chao Medal in the top right corner will be completely filled if you've unlocked everything, even if that was via skips
- You basically never saw the silver Chao Medal. Major challenges *are* designed to be skipped if you don't want to, only 101% should be gruelling (complementary)
- The Scroll Bar at the top will darken pixels of complete columns ever so slightly even if minor challenges aren't yet achieved, to make it easier to find conditions to go back and fulfil if you're truly hunting for everything
This avoids an issue where the skins array takes up a fixed, but large
amount of memory at runtime. On x86_64 linux, that array is roughly 80
megabytes in memory, most of which is unused when the game is unmodded.
Instead, we treat `skins` as a dynamically resizing array, and it is an
array-of-pointers into separate allocated `skin_t`.
This is based on Lactozilla's skin limit MR for SRB2, but I've rewritten
it because RR has diverged quite a bit.
This was verified to check every access of `skins` by using clangd's
find-all-references function. However, I have only tested plain skins,
not Lua addons, so that could afford some extra checking.
Changed a bit of wording around to stop in-dev confusion, closer to Discord for player facing variables. Didn't change any of the actual true variable names at all.
Allows you to turn on reducevfx, screenshake, and screen tilting with one confirm input
Shows up every time game boots just in case you get into Sunbeam and it's too much and need to restart
(also dummied out Kickstart Accel option)
- "session" -> "tutorial"
- make it clear that Addons and Online *will* eventually be unlocked in Tails' Way, just not immediately
- Don't allow looping inputs (pressing right when Eggman's Way is selected and vicea versa)
- Play intro when exiting goner Playground
- Do not allow using menu to skip driving down that hill in goner Playground
The reason these two are hacks is because a map is considered goner Playground if you use -warp at command line or map in console on title screen to get to a Tutorial course... but these are unimportant edge cases IMO
- Selection between Tails' Way (existing Tutorial) and Eggman's Way (Playground)
- Semi-passable UI
- Characterful descriptions
- Add "PlaygroundRoute" condition to Challenges
- Fires if you select Eggman's Way
- 0 Chao Keys unless you go back to Goner for the outro (which Playground skips)
Transforms BT_RESPAWN into BT_BAIL
User bindings should migrate along with this
Respawn is now EBRAKE+BAIL
Respawn blocks LOOKBACK
Time Attack quick respawn is now VOTE
- Only works in Match Race and Online level selects
- Shows in-progress state on Pause and Cup Grid, but no direct influence available on those screens
- Z to queue current highlighted map
- Pending until you press A, then sent to server
- When done online, tries to send one at a time to avoid overloading connection
- C to clear
- Removes one from pending first
- If you're out of pending maps, prompts whether you want to clear server's queue
A lot of messy, copypasted boilerplate has been bundled together into a single function.
Programmers can now fire up a Match Race, the most basic type of gameplay, from menu code in only four steps (other modes take a little more attention):
- **M_MenuToLevelPreamble(UINT8 - splitscreen players #, boolean - false to extend wipe/true for short wipe)**
- set restoremenu
- D_MapChange(...)
- M_ClearMenus(...)
Includes the following fixes:
- Encore no longer has over-long wipes when started from menu, only standard-length
- "Boss Intro" and Encore start-of-round sounds will always play, even if no Title Card is drawn
- No long wipe when restarting a Time Attack run
- Auto Encore and Auto Gamespeed are no longer accidentially forced if you've manually changed them to Off and Gear 2 before starting netgame
- Built off g_fast_forward to utilise a lot of existing structure
- Only does steps of 5 seconds and therefore isn't precise, but that's better than having to rewatch/fastforward through the entire thing
- No single frame step back or general in-motion rewind preview, but that was all overkill
On most devices these days, there is a mandatory microphone indicator
when an input device is being used. Moreover, on macOS and some Linux
distros, the user will be prompted to grant permission to the game for
microphone access. To ensure we're playing nicely with these
expectations, instead of just leaving the device on at all times on
first use, close and reopen the device as sound input is needed.