Dreamcast Conversion Update 11 public beta test

General changes
All levels and models are now loaded from external files in the mod's system\data folder
All Adventure Fields, boss battles and the majority of Action Stages have been re-exported from the original Dreamcast game with new transparency and collision fixes
All ingame models with vertex colors (from <10 up to ~120 in every level) have been replaced with their Dreamcast counterparts, which resulted in improved visual and lighting accuracy to the original game - a total of 830 SADX models are now being replaced by the mod
All stray material colors in the entire game have been fixed to match the Dreamcast version
The mod has been thoroughly reworked to use a less hardcoded system for texture and UV animations
The levels now use custom material/COL flags to tell the mod which models need transparency fixes, alpha rejection fixes, white diffuse etc.
The models for a specific stage now load when that stage loads - this makes the mod start up a bit faster at the cost of slightly longer title card display
The "Extra" option in SET Layout Fixes has been removed, and the "Normal" SET Fixes are now the default option
The "Off" option in SET Layout Fixes has been replaced with a separate option "Use original Dreamcast SET files"
Added a config toggle for white diffuse (leave it enabled for a Dreamcast-like look)
The Light Speed Dash distance hack has been toned down to avoid various speed-related issues
All "SetClip" functions from SADX have been disabled to avoid interfering with Dreamcast levels
Item capsules (including the "air" version) now look much better

Cutscene fixes
The helicopter in Sonic's first cutscene is now rendering correctly
The cars now load properly in the cutscene before the Egg Walker battle
The camera transition after Sonic's Light Speed Dash cutscene in the sewers is no longer awkward
Fixed a number of transparency issues with Master Emerald pieces and light rays in various cutscenes
Several other objects (Chaos Emeralds, Tornado 2 pre-transformed) now render much better in cutscenes
Gamma uses the proper hover animation and is no longer stuck after landing in some Egg Carrier cutscenes
Fixed several issues with Sonic's jumps in the cutscene where he follows Eggman escaping from the Egg Carrier

Station Square
Added more transparency fixes for level objects (pool chairs/parasols)
Fixed fadeout of the breakable fence (OMSaku) in Gamma's version of the stage
Fixed an animation error with car wheels
Minor transparency and lighting fixes for level models

Egg Carrier
The EGGMAN buttons that unlock the Chao Garden now look identical to their Dreamcast counterparts
Added a collision model (from SADX) around the transporter that is only active during gameplay
Fixed various minor transparency issues around the level
Improved the look of the table in Eggman's room
Fixed material colors/palette selection on various objects
Lighting/material fixes for Egg Carrier NPC models
Transparency fixes for some objects (crashed Tornado 2)
Replaced the entire model used in the Egg Carrier's transformation scene
Some UV-less level models have had UVs ported from the SADX version of the level for better visuals
Repositioned Gamma's Laser Scope upgrade that was previouly under the floor
Fixed the water in the water reservoir room to render above Gamma's upgrade
The Chao Garden transporter effect looks a bit more vibrant now (better queue flags)

Mystic Ruins
Improved the look of Master Emerald glow
Improved transparency handling in the jungle area
Fixed some minor transparency and lighting issues with level models (e.g. the light above the door at Tails' workshop)
Reworked the collision fix in Tails' workshop
The sill of Tails' workshop was using a wrong texture and SADX vertex colors - this is now being replaced properly
Added dynamic collision to the pond that turns on in Mission Mode when playing as Amy
Reworked the Final Egg base fix - the model should look much better now, including the glass corridor
Restored several SET objects at the MR base that were removed previously
The fire/glow effect that shows up when Knuckles unlocks Lost World now fades in/out
Fixed transparency on the Ice Cap door
Restored several objects (Wind/Ice Stone) that weren't replaced properly in previous versions of the mod
The glow of "goal" emeralds in Windy Valley, Ice Cap and Casinopolis is now replicated 1:1

Past
The reflections around the altar now look more like their Dreamcast counterparts
The underwater parts of palms around the altar now render properly
The stairs in Echidna City are now SET objects like in the Dreamcast version

Emerald Coast
Various small material/lighting fixes (e.g. crashed proto plane)

Windy Valley
Fixed a number of transparency issues involving various objects, such as fans
Act 3 has been reworked to render the paths with minimum alpha rejection
Fixed a code error in SADX causing dandelion fluff to move too fast in Act 3
Fixed a stuck dandelion seed sprite that appeared at some camera angles
Fixed a collision issue with the breakable wall

Twinkle Park
Fixed a number of transparency issues involving Twinkle Park Act 1 and Twinkle Circuit objects

Speed Highway
Reworked Act 3 window transparency fixes
Fixed various issues with objects that have glowing lights

Red Mountain
Reworked the clouds transparency fix so that various ingame effects can overlap them properly

Sky Deck
Metal struts transparency is enabled automatically when the d3d11 mod is detected

Lost World
The ceiling lights in the snake room now look identical to the Dreamcast version
Improved the look of the wall panels in Act 2 when they light up
The "dust" effect that appears when the wall panels light up is now identical to the Dreamcast version
Restored some more grass models that were edited in SADX
Restored the unused AokiSwitch model (used by anothed mod)

Ice Cap
Fixed some minor transparency issues with various objects
Resolved underwater collision issues in Big's level by copying over water collision from the SADX version of the level

Casinopolis
The yellow decoration (OTDenki) now renders properly
Removed duplicate yellow decoration object from the SET file
Fixed all water collision fixes in Act 1 and reworked the water under the ships on the second floor
Transparency improvements for NeonK and the Cowgirl
Improved the look of Ideya caps
Added missing UV animations that are supposed to play when Sonic is about to be transported to a pinball stage
