- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
This reverts commit 2b51e8d5dd.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/p_setup.cpp
# src/wi_stuff.cpp
# src/wi_stuff.h
# wadsrc/static/zscript/ui/statscreen/types.zs
Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"
This reverts commit 4a563f449d.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed compilation."
This reverts commit 149a294a49.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed game finales not being shown after the intermission."
This reverts commit 55af0b11c6.
All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
StaticText ""
Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.
But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.
This simple edit allows mods to not add a space, still be separated from
standard options.
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
# Conflicts:
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
# src/gi.cpp
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
# src/gi.h
# src/p_setup.cpp
# src/stringtable.cpp
# src/stringtable.h
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
# wadsrc_extra/static/iwadinfo.txt
# Conflicts:
# src/gi.h
# wadsrc_extra/static/iwadinfo.txt
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
# Conflicts:
# src/menu/menudef.cpp
# src/namedef.h
# wadsrc/static/zscript/ui/menu/optionmenu.zs
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
# Conflicts:
# src/CMakeLists.txt
# src/textures/backdroptexture.cpp
# src/v_2ddrawer.cpp