* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...
NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
* Fix that one comment Digiku mentioned. ;P
* Make extra lives/100 ring rewards consistent between lives being relevant and lives being infinite/not present, which was a problem this branch made evident when Race ended up getting the infinite lives symbol!
* Prevent ANY input when blindfolded.
* Make CECHOs always perplayer'd. (A little hacky; quads will need work here.)
* Make NiGHTS link timer bounces not a mess, and only when the colour changes.
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing.
* Make race countdown happen in a bunch of appropriate circumstances.
* Refactor race countdown.
* Remove a lot of useless stuff from H&S/Tag UI.
* Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font.
* Remove useless PLAYING/SPECTATE text from lives element.
* Merge lap counter into lives element.
* Move some other text around.
* Completely redid how splitscreen works, with eventual support for quads. Squish per-player stuff automatically into the right places! Works in GL, associated flag kills V_SPLITSCREEN.
* Seriously update the lives-drawing function for all gametypes, with strings that replace the lives number whenever it's missing (deprecates SKINNAMEPADDING).
* Improved how the nosshack works, alongside many other refactorings.
* Lives position now more consistent between players in splitscreen.
* Ringslinger weapon bar is now at the same height as the lives pic, and also more centered horizontally.
* Begin tweaking emerald icon locations for ringslinger gametypes.
* Remove in-game team names from team gametypes, since this information is (mostly) conveyed by the lives pic.
* Change the horizontal spacing of the emeralds on the special stage tally screen.
* (unrelated) Fix a reference to srb2.srb instead of the now-correct srb2.pk3.
* Make the NiGHTS link text pulse, like in the original game!
* Fix going from NiGHTS special stage as Smiles to a normal level losing your followitem.
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).
Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
* Fix an issue where everyone being game overed except for one person, and then kicking that one person, meant the game over trigger was never met.
* Fix an issue where the spectator text could be overridden with a count of the number of remaining players to complete the level.
* Fixed a few glitches with spinning. (Unrelated to the branch, but exposed through new_coop testing.)
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
* Don't attempt to respawn anybody when changing cv_coopstarposts and nobody CAN be respawned.
* Make Rings transparent (and not flash) when you're a spectator.
* Fixed oversight where late joiners may not actually get lives.
* Fixed oversight where zero-livers could spawn in.
* Reinstated flashing because a crawla walked onto one of the spawnpoints and we immediately got a game over.
* Rejiggered the overlay drawer so the printing was consistent between normal spectatorship and game overness.
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
* Make setting steallives to true respawn every game overed spectator.
* Make a minimum on the number of lives GetLives can get you.
* Add "You'll steal a life on respawn" to spectator screen.