Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
* gr_md2 on the menu.
* Disable interpolerated model option completely for now.
Also, tweaked the GL menus a bit to suck less, since I was ferreting around in that area.
Squares the colors to get nicer looking results (https://www.youtube.com/watch?v=LKnqECcg6Gw), as well as only blending a small chunk of the skincolor to prevent desaturation from the brightest/darkest values.
- Smoothed out Ruby & Sepia
- Made Sapphire more distinct from Blue
- Made Navy more distinct from Jet
- MD2 colors weight a few colors even more heavily
- Revised ColorOpposite table
- Fix Wanted not updating on hit
- Very minor item odds adjustment for Battle
More menu/highlight things:
* Rename "Default" to "Game type", to make clearer what it's doing.
* Tweak race colouring slightly.
* Put a highlight around the level select icon, and make it consistent with voting.
* Allow setting the highlight colour to affect the intermissions.
* Fix bug with gametype colour getting for record attack.
A handful of skincolour things:
* Rename Turqouise to Aqua, because it resembles one of my fav 2.2 colours with that name.
* Fix incomplete Steel Blue -> Steel rename.
* Merge the very similar Blueberry and Sapphire...
* ... so Sapphire can be backported!
* And Ruby too.
- The majority of all colors have been tweaked in some capacity to have higher contrast, to either make character highlights or lineart pop out more
- Two new "on trial" colors that may or may not stay: Tangerine, and Dusk. Tangerine is a yellow-orange color to fill the void of yellows. Dusk is a previously removed color that looked freakin' sweet after some cleanup, why wasn't this kept?!
- Turquoise & Frost have been merged. My clean up of Frost ended up looking like a combination of the two.
- Caramel has been removed, Shiny Caramel takes its place.
- Unleashed my inner dream as wanting to have the job of whoever gets to name crayons, and changed all two-word names.
- Todo: reorganize by hue then lum for a nicer invincibility effect, redo and throughly test ColorOpposite table, double check to make sure there aren't any duplicate blendcolors for OGL
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.