Used instead of pLocalPalette when attempting to determine objective truths, such as "the colours of this gif without color profile modification" and "what indicies should this colormap remap to".
Also, made f_wipe.c's paldiv only get calculated once.
(cherry picked from commit d669a4e84a)
Basically in preperation of supporting colourblindness modes I implemented the following link when loading palettes.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
This basically means I can do whatever the hell I want to the colour profile of incoming paletties, and nobody can stop me. Muahahahaha etc.
Also, I added a saturation feature to show off its full potential, converted gamma from a table to a factor of the calculation, tweaked some menus and made the default value of cvars show up on sliders. Because that's how I roll.
(cherry picked from commit 83e16da83b)
# Conflicts:
# src/m_menu.c
I removed the limitation present in "small-thin" by converting all relevant variables to fixed_t's and using FixedMul() and FixedDiv() when necessary. Who'da thunk it would actually work?
Note this has some major limitations to prevent squished text. It defaults to using V_MONOSPACE|V_OLDSPACING and you cannot change the size of characters. V_6WIDTHSPACE seems to act exactly the same as V_OLDSPACING too.
https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif
* Port MUSICDEFs from Kart.
* Safe to modify without modifying game, so we can put it in music.dta eventually.
* "Title", "AltTitle", "Authors" fields are self-evident.
* "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select).
* "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test.
* Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test).
* Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left).
* Change V_DrawFixedPatch to allow scaling on two seperate axes.
* Now called "V_DrawStretchyFixedPatch".
* "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes).
* Available to Lua under v.drawStretched!
* Even works in GL!
* Bugfix: Add SR_PLAYER to SOC's menutypes_list.
Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...