cam_turnmultiplier and cam2_turnmultiplier.
"Camera Speed" has been renamed to "Camera Spacial Speed" in the menu. "Camera
Turning Speed" is now an option.
Reasoning:
* They're horribly broken (they completely ignore slopes).
* A similar final demo GL-only feature (coronas) has been completely disabled.
* Nobody's going to bugfix them before release because not even the devteam's resident GL users use them.
* They look ugly.
- Split MF2_DONTDRAW into MFD_DONTDRAWP[1-4], also replaces MFE_DRAWONLYFORP[1-4].
- Split MF2_SHADOW into MFD_FULLBRIGHT and MFD_TRANS80. I also added an entire spectrum of options for transparency & brightness overrides, since I've found myself wishing for stuff like that before.
- Tethering was updated for it's client-sided drawing to apply to splitscreens too.
- Removed cv_transparency.
The transparency overrides don't seem to work yet (obvious on things using MFD_SHADOW), just running out of time to look into it so I'm pushing what I have.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
Vissprites are now only clipped against their respective portal's geometry obtained from their BSP run.
Additionally, if a portal is provided, they're clipped to the portal's clip boundaries.
The work on this branch should conclude after a pair of remaining glitches are fixed.
The drawnodes are now fully grouped in separate lists, and then sorted individually. This fixes sorting problems caused by portals belonging to differently perceived scales (skyboxes for example).
Drawsegs and vissprite/drawnode sorting require the viewz, so the viewz is stored for each portal/view, and then restored when needed; without this, the rendering process erroneously sorts the elements, and draws some at wrong positions.
Each shall eventually have its specific vissprites/drawsegs; currently only drawsegs are stored in their correct list, vissprites are stored in the first list as a placeholder.
The idea is to sort each list individually, and then render their masked elements, starting from the last drawnode list.
This retains a non-recursive function calling method while still rendering things in order.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.