* Re-enable the perplayer stuff in V_DrawFadeFill - not worth having it disabled when it'll just have to be re-enabled later.
* Remove some "consistency with software" stuff in hw_draw.c that already has equivalents
* Fix not-guaranteed-to-be-set-to-zero-ness of sparklloop
* Add blackrock sparkles to good ending.
* Don't have emerald sparkles be randomised.
* Adjust credits to include Sal (credits sprites + four merged internal MRs and a bunch of public ones) and a few other known contributors, plus remove oni's name (he requested i do it a whiiile ago)
* Made the black rock animate backwards through its anim again, to match the 2.1 and earlier intro.
* Rid branch of mixed code declaration warnings.
* Other cleanup.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
Handled by changing some defaults.
Untested, experimenting with Gitlab Web IDE as reconfiguring my build environment is likely to be a pain and I'd like to put that off as long as possible please
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.
Signed-off-by: Nev3r <apophycens@gmail.com>
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.
Signed-off-by: Nev3r <apophycens@gmail.com>
* Don't loop every frame for menu drawing parameters
* Fixed in-game escape menu not dimming correctly
* Fixed glitches on default title screen parameters