The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.
Still needs the visual of the items scrolling, to make it not blind.
Closer to parity with pre-newmenus behaviour.
- Clinical term for server admins, colloquial for SP contexts (GP/modeattacking)
- Won't show up in GP if you're out of lives
- Also fixes lives going negative in K_PlayerLoseLife
- Followers now have categories, definable in SOC
- New character select step: Follower category
- "None" is a category, just skips straight to Follower None
- Select a category to go to the previous regular follower selection step
- Press the C/Extra button to reset a character select step to its "default"
- Character: Center the character in the engine class (goes from [0,1] to [1,1], etc)
- Character alts: Centers the "primary" alt (prefers Eggman over Eggrobo)
- Skincolor: Centers the character's prefcolour
- Follower category: Centers on the "None" option
- Follower: [CURRENTLY NO BEHAVIOUR]
- Followercolor: Cycles between follower's defaultcolour, "Match", and "Opposite"
- Use default colours for followers when not select(ing/ed) follower colour, to match character selection
- Adjust offsets in general, including a rework bobbing handling, so there isn't a huge variance in follower position on-screen
- Move followers to draw in front of several elements, including the "A/B/C/D PLAYER" text and the rotatey wheel so you can actually see them
- Also applies to player: Don't mirror between sides of the screen - instead, rotate the virtual player object, so asymmetrical details aren't lost!
- Player-specific: Animate when READY !! to simlate starting your engine.
- Use strlcpy instead of strcpy to prevent footguns
- Use fprintf instead of raw fputs
- Enforce consistent MAX_LOGIP (255) length for each component instead of a combination of magic number 255 and MAXSTRINGLENGTH (32!?) depending on where you look
- Fix fun memory leak in waiting
- Avoid pointless strlens
- Properly account for non-loaded maps (missed in big-large-map-markers)
- Don't have a million copypasted extrasmenu.demolist indexarooies
- Make one bad replay handler in `G_LoadDemoInfo(` instead of fifty copypastes (Hmn I am smelling a THEME)
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
* Add a cache of level IDs to cups, to go with the strings.
* Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
* Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
* Countdowntimer? 💥
* Startrings? 💥
* sstimer/ssspheres? 💥
* forcecharacter? 💥 (distinct from forceskin)
* interscreen? 💥
* sstage_start/end and smpstage_start/end? 💥💥💥💥
* You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
- mapvisited and recorddata_t (previously mainrecords)
- Changed how gamedata is saved and loaded
- Change the versioncheck (funny hex provided by chengi) AND call it `developringdata.dat` in develop builds
- Fix a bunch of off-by-ones in condition and emblem data
ALSO, for Time Attack:
- Fix menu not showing off your times
- Now save times even when gamedata modified, since the menu didn't care (come back to it?)
- Don't save times or do intermission screen if the Capsule Attack ended because you lost all your bumpers
- Fix a crash adding ghosts in Capsule Attack
- G_MapNumber now handles special NEXTMAP_ nextmapspecial_t constants that exist at the end of the available type.
- Cleanup of G_DoCompleted
- Add bounds checking to the various SOC maincfg map starts (spstage_start, etc)
- Add lump checking to titlemap behaviour
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
- Grab thumbnail and minimap pictures even for base game maps
- Repair modified game event for replacement map load
- PU_STATIC thumbnail and minimap, freed on new file load lump discovery
- Fix W_CheckNumForMap to not SIGSEGV if no match
- Reduce the number of pointless map lump hunts, we've already got it stored
- Prevent use-after-free for map pictures on voting screen
- Cache "BLANKLVL" patch once
- Draw minimap on the time attack menu
Unfortunately cups are still broken and I'm not sure where to start on that, or if it's just not having a sample wad to test with that includes cups
- Also adjust cv_currprofile in PR_DeleteProfile, instead of half-heartedly outside
- Make it clearer if you're going to destroy your current profile
- Add an "[In use]" identifier to the menu's visuals
- Take the weird extra mini settings menu out of the Online Host Game sequence
- Make sure to actively use the server variables in Match Race creation
- Hides the Auto options for Encore and Kartspeed on the Match Race menu specifically...
- BUT if you leave it at the default it'll secretly set them to Auto!!!
- Get rid of the temperature gauge, a relic from an age where the filenames you could fit in a packet controlled how many files you could load.
- Instead, add a file count to the bottom of the screen.
- Still a little ugly, but this menu is now SHIPPABLE.
Search finally works again!
- Now uses a cvar which is copied into static memory to uppercase it, instead of a weird static string uppercased into zone memory.
- You have to scroll to the top of the menu to use it, one entry above the previous first file/folder/"UP...".
- Don't play menu sound if you've reached the end of an un-looping menu.
- Change M_DrawAddons to draw relatively, so that the height can be changed without consequence.
- Add an option to adjust the spacing of Addons Menu entries (currently unused, but could be explored later).
- Moved Search (still not yet functional) further up the menu.
- Move M_AddonsRefresh out of M_DrawAddons - death to a HORRIBLE hack
- Use it as the tickroutine for the addons menu instead
- Behaves as before, possibly more consistent
Used to be "CHANGES? No/Yes", but that was confusing.
Now "READY? All good/Change" (had to be adjusted from discussed text to fit in the space, even with thinstring)
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.
- Less M_StartMessage spam
- Say "NEW" instead of "EMPTY" for new profile creation
- Use Eggman instead of Sonic for the Guest profile
- Instead of needing to hold X for 3 seconds to exit the test controls menu, you simply press nothing for 5 seconds.
- Add separate back option to controls menu.
- Started on the ability to use prefcolor as your profile color
- Allow guest online because there is literally already mechanics for having a player with no power level :V