Clean up big pieces for a temporary hotfix, an overhaul soon to come
Refactored BGM and SE playing
Moved draw code completely into gamemode - mod makers can now control everything on screen
DAS Cut Delay added and configurable (like ARR and DAS)
BigInt lib added
IRS / IHS do not take effect when ARE = 0
Game now saves highscore correctly on game over
- Loading Discord RPC is now handled by `load/rpc.lua`
- Removed `presence` global, call `DiscordRPC:update()` directly with what needs updating
- Game doesn't crash anymore if the Discord RPC fails to load
- Added RPC variables in the gamemode superclass to let each gamemode handle its special case
- Uses BG previously from the input config screen, which has gotten a new BG
- Minor tweak on the input config screen to display all inputs names regardless of if they are bound or not
- Added Mod1 function to `funcs.lua`, may be useful again sometime
- Added game settings
* Manual locking (per gamemode, per ruleset, on harddrop or on softdrop)
* Piece colours (per ruleset, TTC or Arika)
* World Reverse toggle
- Moved the discordRPC `libs/` directory, as it's a third party library
- Edited the `discordRPC.lua` file to look for the dll at the right place regardless of how you run the game (until we fuse it that is)
This should have probably been done in several commits, sorry about that