Ring burst now depends on damagetype. ie 5 from orbinaut and jawz and 3 from banana and 10 for sniping. Ring Fuse has also been lowered to 20*TICRATE from 60*TICRATE
Kitchen Sink targets get all their rings dropped at once on impact.
Same behavior if you leave the controls at their defaults or unbind them,
but now if you bind them to some other key then the default keys they use
are freed up (a bit jank tho for screenshot keys...)
Nothing except the extra event loop in CL_ServerConnectionTicker uses this,
because we still use old menus with events rather than inputs,
and that has its own system for default controls.
The third argument is now 'digital' to get rid of that pesky global boolean
Drop target was dropped a point.
FlameShield was made slighty more common since its less strong.
The change for superings in useodds 0 has been dropped a point.
* Gamepad select option now displays the name of your gamepad on the right
* Switch to thin font when bind names are too long
* Reduced margins and shortened some control names to fit longer binds
* Fixed deadzone cvar always being player 1's
* Fixed missing arrows on deadzone cvar (this NEEDS to be a macro...)
* Only accept inputs from the current player's gamepad, shouldn't be a
problem since your chosen gamepad is displayed now
* Show all 8 instead of 7 gamepads in gamepad select
Still has stuff to resolve but it kinda works now. Bots should turn correctly now but replays that have bots added at the race start don't play for whatever reason. Ghosts have been fixed and no longer crash the game after they end.
* Previous control checking flow:
* Current controller/keyboard (userbound controls).
* If on a menu:
* Current controller/keyboard (default controls).
* All controllers not in use by a player (default controls).
* New control checking flow:
* Current controller/keyboard (userbound controls).
* If player 0 and just checked a controller, check keyboard (userbound controls).
* If on a menu:
* Check all controllers not in use by a player (userbound controls).
* If keys are inaccessible/unbound and keybind is necessary to navigate menus, repeat eveyrhting with default controls.
* Instead of duplicated code, control the flow in a finer fashion.
* Now able to detect if gamepad inputs are possible to recieve (via checking deviceID), instead of assuming they are.
* If a keybind is set but inaccessible by the above metric, make it flash on the Profile Controls screen.
* Fix out-of-order key mappings for a given bind being invisible on the Profile Controls menu.