To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.
Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
# Conflicts:
# src/v_font.cpp
There was no read barrier inserted for AActor object while it's a subject of garbage collection
Pointer stored in TObjPtr<> was reinterpreted as void* because of vararg function
https://forum.zdoom.org/viewtopic.php?t=64771
# Conflicts:
# src/dobjgc.h
# src/p_acs.cpp
The lowercase Sigma letter in Greek has two different forms (σ and ς), which changes depending on its placement in a word, but in uppercase and smallcaps contexts, it only has one look regardless of word positioning. If the character ς is missing, it should fall back to σ.
(patch by Graf & Nemrtvi)
This makes sure the internal versions of these libraries bundled with
the GZDoom source code is used. This prevents the system from building
GZDoom for dynamic linking with incompatible external libraries (see
<https://forum.zdoom.org/viewtopic.php?f=2&t=64633>).
# Conflicts:
# glslang/glslang/CMakeLists.txt
# glslang/spirv/CMakeLists.txt
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
The counter variable was not only used incorrectly, it was completely redundant.
This still has a byte limit due to how the network code works so for non-Latin languages may result in shorter strings.
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
At least under MSVC this function reports 0x85 as whitespace, but it is a continuation byte for UTF-8 sequences and may not be treated as whitespace.
(patch by Graf)
This function was written for already validated UTF-8 but not for text that can be mixed with ISO-8859-1.
To handle that properly it needs to do a bit more validation to avoid mangling its output and instead reject invalid input.
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.
# Conflicts:
# wadsrc/static/zscript/ui/menu/optionmenuitems.zs