Instead of duplicating the general skin-making advice in all 12 stkskin.xml files, centralize it in one place.
Also correct header comments regarding the theme names.
The variants use the same accent colors as variants of the standard skin : blue (ocean), green (forest), black (coal), pink (ruby), yellow (desert). Made by CrystalDaEevee with help from QwertyChouskie (base theme advice, original cartoon theme) and myself (forest screenshot, advice regarding screenshots, initiative to get it merged)
- The code starting a tutorial race was duplicated in three places. Consolidate it in one place.
- When launching the tutorial from the overworld, use the last used input device instead of the keyboard
- Restore the old cmake policy. The new way to replace that code suggested by the cmake manual fails CI, and debugging MSVC fantasies without a local install is a nightmare.
- Restrict this policy setting to MSVC as that's the only compile path that needs it, avoiding the warning for non-MSVC builds.
- Add missing define guards
- Remove some extraneous includes
This gets rid of deprecation warnings. Cmake 3.6 has been out for almost 8 years by now, so this requirement should not cause undue trouble to people trying to compile the game.
- Call autoComputeLevel to make the LoD distance for on-track items (bananas, nitro, gifts, etc.) depend on the user settings
- Ensure that the distance is reasonably high even on the lowest settings
A basic restart of the screen does not reinitialize what's needed to properly update anisotropic filtering. Therefore, ensure a full restart is done, but avoid showing the user a resolution confirmation dialog afterwards.
Also use a new applySettings function to avoid having two places to update when changing the code that manages applying updated graphics settings.
- Add a new dialog that gives some information and asks for the user's preferences
- Ensure that one and only one of the 'Performance', 'Balanced' and 'Graphics quality' checkboxes is active
- Add a new button in video settings to access this dialog
Also:
- Since draw distance is used to account for the object's size, have parameters depending on geometry detail correct for it. The minimum switch distance increases slightly with each geometry detail level.
- Clarify what the formula spreading the distances for each LoD level does
- Adjust slightly the auto-LoD multipliers.
Based on the alerts for timed challenges:
- Change the timer color when an elimination is coming shortly
- Play a sound when an elimination is coming shortly
Add all significant changes since the release of 1.4 that will be included for the 1.5 release.
The changelog for 1.4 remains incomplete and will be updated later.
Doing additional checks every frame was wasteful, and this change will also allow to easily adapt this logic to account for an object's size.
Also fix and improve comments
The SFX manager and SFXOpenAL would check if SFXs are enabled before pausing (looping) sound effects, so disabling SFXs in the options would fail to stop looping SFxs.
Furthermore, 'OnSoundEnabledBack' would pause all looping SFXs. This commit checks for the pause status of the World (if applicable) to decide if the looping SFXs should be immediately resumed (networking) or not (real pause).
Also clean some comments and move some code around.
This patch doesn't address sound resuming when going from the pause menu to the options in networked mode, whereas it doesn't in a normal race. This is what caused the bug to trigger in the first place, but it's very minor by itself and the design of the SFX code could have triggered other future issues too.
- It is visually more pleasant to have a low quality model than to have a sudden popping from the high quality one appearing when already close
- This also boosts performance
The latest version was bugged as it removed all standard objects, but removing only objects marked by track-makers removed almost nothing of note, and bugs would sometimes remove normal objects. Fix#5052. Fix#5066. This makes #5063 moot.
- Increase the effect preventing LoD objects from popping at very short distances
- Add comments to all the steps and other clarifications
- Update the multiplier values to be approximately equally spaced geometrically
Same approach as with the options screen: managing all the generic includes needed by all help screens in one place and adding a new standalone 'switchTab function
It makes a lot of sense there too, and it makes the UI settings less crowded. This allows also to put the label as a section title, fixing an overflow that happened with some translations when using the very large font size.
* Use a new file for includes to reduce redundancy between option files
* Remove some unnecessary includes
* Reorder some includes
* Increase spacing in the graphics settings screen
* Increase spacing in the audio settings screen