* Blend tables generated by the game.
* The Color Cube accessibility tool.
* Fixed another stupid typo that got in the way of FF_BLENDMASK working.
* Some minor adjustments for code cleanliness.
(side note, it's weird as hell that code we inherited from vanilla next - and i checked, it wasn't mangled in the merge - has bugs that straight up prevent it from functioning properly...)
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
* None of the following things (grouped by the fact they fade/slide in) use hardcoded static numbers; they'e now attached to the titlecard ticker.
* Minimap.
* All V_HUDTRANS items. (Not add/sub) - this was previously broken entirely
* FREE PLAY
* Record Attack Input (no longer slides in at all - needs to be visible from start of play.)
* Fixed a rare case where V_SLIDEIN HUD elements would occasionally jump a step too far.
* Adjust several loading strings, and left-align their rendering.
* Don't call HU_LoadGraphics() again (startup cached ALL FONTS twice).
* Adjust when some functions are called during loading to more effectively compartmentalise sections of loading that depend on each other.
* LOADED_ISTARTUPGRAPHICS now comes after SCR_Startup, as we can explicitly guarantee the palette has been loaded after that function.
* Make sure everything closely related to configurations (gamedata, console stuff, etc) which is not directly dependent on anything else is loaded under LOADED_CONFIG - "Load settings" (formerly LOADED_MINIT).
* The `-warp` command line parameter is now checked alongside LOADED_DCHECKNETGAME.
* Don't attempt to draw the loading bar before LOADED_ISTARTUPGRAPHICS, as the palette is not loaded, which means you're wasting cycles on a white screen.
* Resolves#145.
* Increased granularity, to seperate out texture loading and sprite loading from other render structure initialisation.
* Shows small loading string in DEVELOP builds, to show where we can optimise loading times when we're polishing.
* Clean up con_refresh/startup, which got split into two variables in the merge by mistake.
We had SEENAMES disabled before, and vanilla removed the define, so I went ahead and removed it. Repurposed the old seenames console variable for our nametags.
Since Sryder mentioned it, the main difference is:
- player->angleturn is the absolute angle, like vanilla, but it's now an angle_t, so it doesn't need shifted.
- cmd->turning modifies player->angleturn relatively, instead of absolute angles being stored in the cmd (makes the system less cheatable for kart)
- Because the absolute angle is no longer stored in the cmd, all of the pre/post angleturn values that vanilla has basically just need to be flat-out removed.
* Introducing K_GetKartButtons(player_t), for adding false presses to.
* K_GetForwardMove(player_t) takes kickstarting into account, and is now applied to engine sound generation too.
* BT_REALACCELERATE has been deleted.