Null pointers must be allowed and non-object pointers which are not null must be explicitly checked for because the code could crash on them when performing a static_cast on an incorrect type.
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.
# Conflicts:
# src/gl/textures/gl_material.h
# src/textures/texture.cpp
This reuses the FTexCoordInfo class the hardware renderer had been using to calculate wall texture offsetting.
The software renderers still need this sorted out to bring them in line with the rest of the code, though, but they do not have this code sufficiently well organized to make this a straightforward task.
# Conflicts:
# src/hwrenderer/textures/hw_material.cpp
# src/textures/textures.h
There were some issues here:
* a check for mismatching count is too strict because it is legal to omit return values
* it failed to detect returning multiple values in a single expression.
Since CallStateChain is a public member in CustomInventory we cannot really be sure that the given state is valid so it needs checking as well.
# Conflicts:
# .gitignore
This can happen if a state that's retrieved with FindState gets used with a different actor type and can lead to hard to trace problems if not checked.
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/scene/hw_walls.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.
# Conflicts:
# src/hwrenderer/scene/hw_decal.cpp
# src/hwrenderer/scene/hw_walls.cpp
# Conflicts:
# src/gl/scene/gl_wall.h
# src/gl/scene/gl_walls.cpp
# src/gl/scene/gl_walls_draw.cpp
# src/hwrenderer/scene/hw_decal.cpp
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.
The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/hwrenderer/scene/hw_bsp.cpp
# src/hwrenderer/scene/hw_drawinfo.h
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_fakeflat.cpp
# src/hwrenderer/scene/hw_renderhacks.cpp
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_bsp.cpp
# src/gl/scene/gl_drawinfo.cpp
# src/gl/scene/gl_fakeflat.cpp
# src/gl/scene/gl_renderhacks.cpp
# src/gl/scene/gl_scene.cpp
# src/hwrenderer/scene/hw_drawinfo.h
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_fakeflat.h
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_weapon.cpp
src/p_udmf.cpp:2052:6: error: no matching member function for call to 'OpenMem'
src/sc_man.h:24:7: note: candidate function not viable: expects an l-value for 2nd argument
src/sc_man.h:23:7: note: candidate function not viable: requires 3 arguments, but 2 were provided
src/resourcefiles/file_directory.cpp:198:32: error: use of undeclared identifier 'Filename'; did you mean 'FileName'?
Otherwise this may contain residual data from the last call.
One can only hope that this doesn't cause other side effects - this entire code is one horrendous mess of bad ideas.