'last line needs update' flag cannot be set when console is empty as there are no lines at all in this case
https://forum.zdoom.org/viewtopic.php?t=64909
# Conflicts:
# src/c_consolebuffer.cpp
Old graphics, like mine (Intel Sandybridge Mobile, GL 3.0 Mesa) do not support this, therefore most of the time RFL_SHADER_STORAGE_BUFFER wasn't unset (I found no consequence of this on my machine, but better safe than sorry).
Found out by Valgrind. (patch by edward-san)
Some systems (e.g. musl) do not have execinfo.h header.
Check if libexecinfo (library that provides execinfo.h header
and its functions) is installed in the system, and add
its linker flag if needed.
The message is always printed for any use of deprecated global variable
If such variable is accessed inside a deprecated function from a core script lump, the message is printed only when verbosity level is set to highest
https://forum.zdoom.org/viewtopic.php?t=64830
# Conflicts:
# src/scripting/backend/codegen.cpp
Script position is now initialized at the very beginning of decorate parsing process
Script position no longer contains uninitialized file name
https://forum.zdoom.org/viewtopic.php?t=64836
This is done by putting a font.inf file into the folder.
Current options are "Kerning", "Scale", "FontHeight" and "SpaceWidth"
# Conflicts:
# src/textures/textures.h
# src/v_font.cpp
# Conflicts:
# src/v_font.cpp
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.