This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
# Conflicts:
# src/fragglescript/t_func.cpp
# src/g_inventory/a_keys.cpp
# src/p_acs.cpp
# src/p_mobj.cpp
# src/p_user.cpp
# src/r_data/r_interpolate.cpp
# src/r_data/r_interpolate.h
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
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.
It's an optional extension of deprecated keyword:
deprecated("2.4", "use ModernFunction instead") int OldFunction();
deprecated("3.5", "use ModernVariable instead") int OldVariable;
Usage of such members will produce the following report:
Script warning, ":zscript.txt" line 123:
Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
Script warning, ":zscript.txt" line 456:
Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead
# Conflicts:
# src/scripting/zscript/zcc_compile.cpp
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.
The old behavior (`crosshairhealth 1`) is still the default.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
# Conflicts:
# src/p_effect.cpp
# src/p_effect.h
# src/p_tick.cpp
# Conflicts:
# src/p_mobj.cpp
There was only one way to enter main menu (by pressing Escape button) from the last intermission screen after episode's end
Controller's buttons that are usually assigned to this action, Start and Back by default, now open main menu as well
https://forum.zdoom.org/viewtopic.php?t=65632
Added 5 xbrz_... CVARs to control various settings of upscaling process
Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture