* Add a flag icon next to the lap counter
* Fix flag icon scaling across resolutions
* Add an option controlling minimap display
* Allow to display all the karts in the icon list if the minimap is hidden/on the right
* Remove useless scaling
* Fix minimap issues in splitscreen
* Align the spinners in the UI options
* Check for touch settings instead of a compile-time Android check
* Fix server-only compilation
* Make UI options checkboxes have the same size than checkboxes elsewhere
* Add translation cues for minimap options
* Don't look up icon paths every frame
The grass texture slowdown working again makes this challenge several seconds slower than in 0.9.3 ; and the previous balancing change for supertux ended up overshooting.
The additional AI karts also make it more challenging than in 0.9.3, as it's frequent to be hit by something in the 1st lap.
The AI is not yet good enough to be the sole factor ; the time requirement is necessary to not have these Super Tux challenges much easier than others.
Time-trial records give a good idea of the relative length of different tracks. I tried to keep a similar balance to the one reached in Cornfield Crossing's challenge.
Finishing first should always result in challenge success in low difficulties, and the AI balancing should be more effective than per-challenge tweaking in achieving consistent difficulty across challenges.
The AI is slower than the required times in this challenge, so it makes it easier.
The previous times were, without nitro/skidding, as hard if not harder than the expert challenge.