This should substantially reduce the number of malloc/free calls made to
create and destroy mobjs, especially during level load and net
save/load.
memory_resource standard header is not available on the OSX deployment
target we are using, so I had to write my own fixed size pool allocator.
Instead of using a linedef executor tag as an argument, apply an action special to the angle manager object that you had to place anyways.
There is no UDMF version check because the old behavior was practically unusable.
Taking the old charge idea, but instead of missiles, it's bananas that explode on the floor and can only be lobbed forward. Charging creates more projectiles in a circle pattern around it.
Make them stronger by the same factor as acceleration is weakened. This feels a lot more natural, since your top speed tends to be higher on ice, which was making them feel strangely easier to climb ... even though driving on ice is hard mode (even in real life)
Also fixes an oversight where P_SpawnFriction was using the outdated movefactor constants from SRB2 instead of the ones from SRB2Kart that the rest of the codebase was using, by unifying it into one function.
PR_ITEM_ROULETTE is explicitly meant only for K_FillItemRouletteData, and nothing else is ever meant to use it.
May possibly be the cause of the dedicated overtime desync, but I am not convinced it is.
MobjList count
WIP: Checkpoints grant lap bonus
help?
can't allocate vector
fixed tagged line iteration and collision detection
Multiplayer animations and map retart fixes
Clear between maps
Takes two screenshots for a list of maps that have an "Alternate View Point" thing with tag 0 -- one intended for level select pictures and another for Discord Rich Presence. If no view point exists, the map is skipped.