Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
- 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.
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
* Remove PF_THOKKED every time a successful damage bounce occours.
* When this happens, spawn a number of particles based on thokitem at half scale! (Optimised, again, for MT_LHRT.)
* Also spawn these particles when a successful spring boost occours, as well as playing a twisted spring sound.
Also, some other related tweaks:
* Optimisations to A_VultureBlast, which was used as a base for the particle creation.
* Make the Metal Sonic boss use P_PlayerCanDamage instead of a custom, somewhat broken player damage detection mechanism.
* P_SpawnGhostMobj takes colorized into account.
* Fold Tails propeller damage into P_PlayerCanDamage.
* When performing an Attraction Blast, place the player in roll frames.
* Update all conditions preventing SH_PINK to incorporate thokitem and spinitem as well.
* Buff MT_LHRT travel distance at slow speeds.
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
* Gives a pink Pity Shield (SH_PINK) on same-team player contact.
* Deals damage to non-player enemies.
* Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
* 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.
Split portal-related code to its own source files.
Most of the 2-line-specific setup has been moved to the function which adds a 2-line case. The portals should render as they used to so far, anyway.
* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.