It's no secret that holding down a button a lot can fuck with your wrists and fingers. It's too late for me to be damageless, but I can at least create an option to reduce further harm.
This accessibility feature, when enabled (kickstartaccel and kickstartaccel2/3/4 in the console) behaves with the following properties:
* Hold accelerate for 1 second to lock it down.
* Press again to release.
* Short holds/presses do nothing (good for POSITION).
* Continue holding it during the releasing press to re-lock it.
* A small triangular UI element is added next to the speedometer sticker, which displays the current state of the acceleration kickstart for visual feedback. (NO SPLITS SUPPORT YET)
In addition:
* Add PF_ACCELDOWN and PF_BRAKEDOWN, and BT_REALACCELERATE (which ACCELDOWN tracks). Even if this feature never gets merged, BT_REALACCELERATE is required because sneakers and boosters force it on too (extending this is how I implemented it).
* Fix the dehacked playerflag list being out of shape.
* I replaced some existing flags during development of this branch, so their old uses have been whittled away.
Controls bot behavior while they're touching a tagged sector.
X texture offset is angle to force the bot in (0 is east, 90 is north, 180 is west, 270 is south)
Y texture offset is trick type -- if a bot enters the sector while in trick panel state, then they'll do the input for the trick. Without the effect present, they'll do nothing and eventually tumble.
Y offset 1 does a left trick, 2 is right, 3 is forward, 4 is back/up.
* Fix the screen being stuck black at the very start of start record attack.
* Bump up the demoversion to 7, because I want all previous v2 demos to be guaranteed kaput (it was previously 4, but 7 is a nice number).
* Fix a ton MORE shitcausing misalignments in the replay system, this time specifically focused on getting ghosts functional.
* Plug a few holes in the "best lap" record implementation that allowed for stupidly easy records due to the way v2's finish lines work.
* Make a few follower-related things sane, to prevent spurious console prints that were getting in the way of my test prints.
Move P_SpawnMapThings before P_SpawnSpecialsThatRequireObjects.
Do not remove special from lines with ML_NETONLY or ML_NONET until after
slopes are spawned.
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.