* Expanded Level Icons
Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)
Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.
If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.
* Delete LevelIcons.png.import
* Marathon + ANN Medal Icons on World Select
Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.
Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?
* Optimized particle emitting for world/level select
* ANN now has its own menu + bugfixes
This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.
* Challenge Hunt Icons + menu bugfixes
Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.
* New icons + layout change for Challenge Hunt icons
By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.
* Update ChallengeModeResults.tscn
Forgot to update this to use challenge icons for the world select screen.
* Eggs cycle through color again
Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
* Added file prompt button for selecting rom and additional error checks
Updated the rom verification screen with clarified errors and a slight bug fix to the error text.
Along with this, there is now a button on the rom verification screen to select a file directly, defaulting to an array of NES rom extensions, and a proper theme set for buttons, which shouldn't interfere with other themes.
* Updated label and repositioned elements
Label now properly mentions either selecting the rom file using the button or dragging it onto the window. Button also clarified a little more clearly
* final touches
* bro
* i hate labels
* Different world palettes for BowserBro, and slight optimization to Bowser.
BowserBro still will not use Bowser's green palette in any of the areas where the game would genuinely use the green palette, but he will follow the rules of other non-green palette areas so he has more consistency in those areas.
* BowserBro palette and sprite now correctly set.
* Fix Bowser.png
* Fixed Space Title Stars
Fixes the position of the title stars in the space theme
* Fixed `PlayerSprite` Fallback Check
PlayerSprites check recursively for fallbacks. However, this does mean that if one fallback links to something that was already checked, it would make an infinite loop.
Also fixes the Pipe Cutscene, and updated Mario's `Big.tres` UIDs