(oddly enough, this actually revealed some secret file dependencies previously included via r_things.h! I also needed to include d_player.h in r_skins.h itself it seems)
* Show emblem requirement on record attack menu
* Use bigger emblems on the menu.
* Display your best number of collected rings in yellow if reached perfect bonus.
* Adjusted XTRA frames (again)
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
* majormods and savemoddata cannot coexist as true values, so going through and making situations that involve both only reference one.
* Clean up comments in `dehacked.c`.
- Swap order of Silver & Gold, for menu appearances & bug fixing
- Ensure that totalplaytime and matchesplayed aren't kept when M_ClearSecrets getss called in M_EraseDataResponse
- Set sensible defaults for emblem sprite/color
- Added silver time medals for the new maps
- Added gold dev time medals for all maps
- Added 4 more matches played milestone medals
- Changed requirements for most silver time medals to be easier, especially in the early game
- Made all unlockable requirements higher, in both medals & matches, to balance out with the additional medals and make sure stuff is unlocked further into the first release week
* Oni's new 1x Bumpers and Out-Of-Bumpers competition-style 'X'!
* Modify alignment for `GOTITx` emblem drawing to match new Chaos Coin sprites.
* Adjust m_cond.c list to use new Chaos Coin Emblem sprite slots.
Also: temporarily cleaned up the M_CanShowLevelInList record attack conditions to automatically match what we want, instead of requiring us to apply a bunch of vanilla flags just to emulate our "available unless explicitly hidden" MP mechanism like is currently in maps.kart.
* Make unlockables have a "showing" conditionset, for when you're able to see them on the Extras screen.
* A shorter Encore ruby-pulse fade, for when encore mode is already active!