- If you viewed a map with multiple staff ghosts and moved
the selector
- Then viewed a map with only one staff ghost
- Then went back and viewed a map with multiple
- The selector would get stuck on only the first option
- Tried to make verbiage consistent in tooltips
- Move advanced video options into submenu
- Remove console chat option
- Move some really technical options from Data to submenu
- Mostly hijacks the gamemode menu format (Local Play)
- Host
- Select gametype (Race, Battle)
- Shortcuts to Gameplay Options and Server Options
- Select map
- Browser
- Unchanged
- Direct Join
- Press A to enter an IP address
- Press C to reconnect to the last joined server
- Left/right cycles through the server history
- Input handling is done straight in G_MapEventsToControls
- If a keyboard event is received, switch off virtual
keyboard
- Removed the input lock while virtual keyboard is
sliding away
- If a gamepad event is received, and it is a change of at
least half the full range, switch on virtual keyboard
- Remove CV_NOSHOWHELP, so the config file can load
- Do not stealth set the cvar, so it is not dependent on
order of operations of config loading and challenge
loading
For a cvar cheat to save in replays do this:
- Make sure it's a netvar
- Only netvars are saved in replays
- Use OnlineCheat
- Make sure it's not CV_HIDDEN
- CV_HIDDEN cvars are not added to the linked list, so
replays cannot find them
- Use CV_NOSHOWHELP instead, to prevent people from
modifying it in console
- Use CV_Set or CV_SetValue to change a cvar's value
- Setting cvar_t.value directly will not change its
string value
- The string value is used to determine how it should be
saved in replays
In the rare case where kernel thread scheduling causes hitching issues
(SteamOS?), there should be an option to dynamically toggle multithread
dispatch of plane drawing.
Master volume should control after-mixing gain; the idea is the mixed
output of sfx and music's amplitude should never exceed
`cv_mastervolume`. Setting each submixer's gain independently will
still allow the master mixer to exceed that preferred volume, which was
the main issue with the SDL_Mixer backend. So, instead we use a separate
gain control that is applied after everything is mixed.