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.
- 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
now that we have spots on the player struct for both gradingfactor and exp, store exp in the exp field after adjusting gradingfactor, and just reference it instead of recalculating every time
Implemented using libopus for the Opus codec, same as is used in Discord.
This adds the following cvars:
- `voice_chat` On/Off, triggers self-deafen state on server via weaponprefs
- `voice_mode` Activity/PTT
- `voice_selfmute` On/Off, triggers self-mute state on server via weaponprefs
- `voice_inputamp` -30 to 30, scales input by value in decibels
- `voice_activationthreshold` -30 to 0, if any peak in a frame is higher, activates voice
- `voice_loopback` On/Off, plays back local transcoded voice
- `voice_proximity` On/Off, enables proximity effects for server
- `voice_distanceattenuation_distance` distance in fracunits to scale voice volume over
- `voice_distanceattenuation_factor` distance in logarithmic factor to scale voice volume by distance to. e.g. 0.5 for "half as loud" at or above max distance
- `voice_stereopanning_factor` at 1.0, player voices are panned to left or right speaker, scaling to no effect at 0.0
- `voice_concurrentattenuation_factor` the logarithmic factor to attenuate player voices with concurrent speakers
- `voice_concurrentattenuation_min` the minimum concurrent speakers before global concurrent speaker attenuation
- `voice_concurrentattenuation_max` the maximum concurrent speakers for full global concurrent speaker attenuation
- `voice_servermute` whether voice chat is enabled on this server. visible from MS via bitflag
- `voicevolume` local volume of all voice playback
A Voice Options menu is added with a subset of these options, and Server Options has server mute.
Instead of voting for the level you want and the pick is decided by RNG ... now you take turns picking the maps you *don't* want, and the last one remaining gets picked. The previous loser gets to strike two stages and goes first, while the previous winner only gets to strike one.
Very incomplete visuals, very janky.
- Access to the replay menu in intermission leads to
various problems
- Broken options
- HOM effect
- You can press A on the intermission screen to end it