With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
# Conflicts:
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/win32/base_sysfb.cpp
# src/win32/i_main.cpp
# src/win32/win32basevideo.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/version.h
# src/win32/i_main.cpp
# src/win32/i_system.cpp
# src/win32/optwin32.h
# src/win32/win32gliface.cpp
# wadsrc/static/language.enu
Default language is now always American English, just like on Linux and macOS.
# Conflicts:
# src/g_cvars.cpp
# src/gamedata/stringtable.cpp
# src/textures/texturemanager.cpp
# Conflicts:
# src/win32/i_system.cpp
There's really no need for a non-standard solution here anymore with C++11.
This also fixes an unreleased lock in the WildMidi code.
# Conflicts:
# src/posix/sdl/critsec.cpp
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
# Conflicts:
# src/version.h
# Conflicts:
# src/win32/zdoom.rc
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
# Conflicts:
# src/CMakeLists.txt
# src/gl/dynlights/gl_glow.cpp
# src/gl/renderer/gl_postprocess.cpp
# src/gl/textures/gl_texture.cpp
Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version
(patch by _mental_)
Still it's a VS bug.
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
(cherry picked from commit cc65490062)
At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes
https://forum.zdoom.org/viewtopic.php?t=60598
(cherry picked from commit e1e441091d)
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
The native byte order converters were defined as macros which hid some issues due to lack of type checks.
Additionally the ???Long variants taking 'long' variables were removed, because longs are not always 32 bits so this could be destructive.
As a result of this, removed several DWORDs from struct definitions in i_crash.cpp.
* do not use the global temp directory. Instead create one in the AppData folder.
* removed lots of unneeded code from tmpfileplus.
* use C++ strings in there.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
This reverts commit b8c0e78c91 et al.
Instead, use the already provided access function I_FindName to get the file name from findstate_t.
Also made the contents of findstate_t private so that use of the access functions is required to retrieve the information and direct access triggers a compile error.
This fixes two issues:
* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.