- Show a textbox (with highlighted border) so the console font is more likely to be legible.
- Increases the width of the virtual keys to match this.
- Show menu entry name and tooltip on faded view (if they exist), for additional context for what you're writing
- Make the text entry and the virtual keys slide seperately
- `_OCEAN` on first launch without profile set, to avoid skipping between three different tracks in quick succession
- 'FILE' if you create a new profile on first launch OR if you go into Options->Profiles
In addition, don't show the pause menu PAUSED in modeattacking/netgames
This text is now snapto-affected, since we can't (or at least shouldn't) summon the widescreen border in regular pause instances.
- Variable width key support
- Rearrangement of keys to take advantage of this
- Uses thin strings
- Or arrow sigils for backspace/shift
- Shift and caps lock have been visually combined to match other virtual keyboards
- Press shift once to enable shift, press again to disable shift and enable caps lock
- Indicator light on shift to show capslock state
The original written comment by Callum remarks that it was good for writing IP addresses, and this makes it apply to the IP address Online Menu field...
Also adds better comments.
- Center generalised text without the "got through round" backing
- For spectators observing a Round Queue, show "ROUND (n)" at the top instead of the more generalised fallback strings
- Uphill check is ignored if you have slope resistance, or if you're moving fast enough to overpower it.
- Offroad check is ignored if it wouldn't slow you down.
- Made slow acceleration check have a higher range.
Before, it did level up based on how much the status quo was messed up (if a loser bot got pushed in front, or a rival bot got pushed ahead).
Now, bots will additionally level up based on the best of the 4 players' overall performance, and the performance of the human player that beat them. This means that back of the pack bots will level up more often and the rival won't level up if you place poorly.
The new formula ensures ALL bots are guaranteed at least 1 level up if you come in first place, whereas the old formula had a decent chance of not leveling up some bots. However, loser Chao getting boosted from 12th into 1st, or your rival getting sent to 7th, will still wildly piss them off :B
- k_hud.c: Add K_DrawSticker function (was previously named M_DrawSticker)
- Seperated the confirm handling into the menu ticker (fixes the confirm delay being framerate dependent)
- Updated to use the button graphics
Reuses most of the anti-grief code, but with a very low timer (5sec) and they simply hold Y when reaching it until they eventually respawn from the ring shooter.
- Added new spindashing conditions:
- In offroad.
- Trying to go up-hill on a steep slope.
- On a conveyor going the opposite direction they're trying to go. (Barren Badlands)
- Instead of checking for any spindash condition and adding to the confirm timer, it adds to the confirm timer for every single condition.
- Increased the confirm time from 2sec to 3sec to accommodate for this change.
- Fixed not using precise momentum angle, causing the low-speed scenarios spindash is intended for to not always work.
- Bots now check for spindash conditions even in damage states, allowing for spindashes after a spinout.
- Fixed the spindash confirm not decreasing over time when entering a condition and then exiting it, causing random spindashes when it wouldn't make sense.
- It's pretty barebones so far, more stuff has yet to be done
- Updated to use the current method of checking if a memu button is pressed
TODO: Port the menu drawer
TODO: Fix confirm delay handling
- Preliminary work so that the feature can be tested later down the line when the menu is reimplemented
- Made sure any secret revealing presence info is guarded behind a non-DEVELOP build check