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
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers
https://forum.zdoom.org/viewtopic.php?t=65150
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
# src/gl/scene/gl_weapon.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/r_defs.h
Also, make sure the alpha for the additive colour is 255.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp