* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
This is mainly to support UMAPINFO which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given map.
Special names 'normal' and 'secret' can be used to define texts specific to the default exits.
New MAPINFO properties:
* exittext = mapname, "text"...
* textmusic = mapname, "musicname", order
* textflat = mapname, flatname
* textpic = mapname, picname
textflat and textpic are like 'flat' and 'pic' for clusters, one defines a tiled background, the other a fullscreen image.
Setting an empty exittext will disable a cluster-based text screen that may apply to the given map.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
The code assumed that it had access to the texture manager but that gets initialized after MAPINFO, which means that MAPINFO can only store the texture names and let the precaching code resolve the actual textures.