don't re-create things if we've only changed what's enabled. Use this
with the Lua interface, by making EnabledForPlayers a function returning
a table instead of a table.
fade them in and out at the same time; we do this by tweening the whole
row up and down, and fading each part of the row. This is a big pain,
because we're also tweening each part for other reasons, and these
tweens tend to collide. The whole thing is brittle and complicated,
and it's making fixing other problems a pain.
Try it a little differently: to fade the whole row, tween the alpha
along with the position of the whole row. Then, manually propagate
the changing alpha value to each part, using BaseAlpha, so it doesn't
affect other tweens.
This also helps segregate the fading: with the exception of the actual
propagation, OptionRow doesn't have to know anything about it. Before,
it had to constantly be careful that any tweening operations didn't
collide with the alpha tweening; often, one or the other would be cancelled,
resulting in either the change not happening at all, or snapping instead
of fading.
(This is still a hack, but it's more manageable; it puts control of high-level
tweening entirely in SOptionsMenu's control, instead of half in OptionRow.)
Foreground's update, caused by GAMESTATE->m_fMusicSeconds moving backwards.
This happens due to frame skips confusing GameSoundManager::GetFrameTimingAdjustment.
It expects that, when the framerate is stable, each frame will take 1/FPS.
If we skip a frame, it thinks one frame is 30ms late, and tries to
adjust by 30-16ms. Reduce the threshold for this adjustment to half a frame;
if we're that much late, the problem isn't scheduling jitter--we've probably
dropped a frame, and adjusting here is incorrect.
In case that isn't enough, clamp fDeltaTime in Foreground, too.