Default language is now always American English, just like on Linux and macOS.
# Conflicts:
# src/g_cvars.cpp
# src/gamedata/stringtable.cpp
# src/textures/texturemanager.cpp
# Conflicts:
# src/win32/i_system.cpp
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes.
This was causing access to invalid memory when trying to read the header of something too short.
For other file formats this is of no concern because none has a header this short.
- Allows grabbing the currently playing song, base order, and loop properties.
# Conflicts:
# wadsrc/static/zscript/base.zs
# Conflicts:
# wadsrc/static/zscript/base.zs
This was already far too generous and caused space problems, but with localization these became a lot worse, so now it will try to allocate at least 640 virtual pixels for the menu width and only go below that for small resolution ranges where the smaller value would result in too small text.
There's really no need for a non-standard solution here anymore with C++11.
This also fixes an unreleased lock in the WildMidi code.
# Conflicts:
# src/posix/sdl/critsec.cpp
The usedcolors array which counts the number of pixels in a given color in a font used bytes as storage, so any color that just happened to have a count that is a multiple of 256 the color was considered not present.
# Conflicts:
# src/gamedata/fonts/font.cpp
# src/gamedata/fonts/fontinternals.h
# src/gamedata/fonts/specialfont.cpp
# src/gamedata/fonts/v_font.cpp
# src/v_font.h
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
These are neither supposed to be translated nor overridden by other language tables.
Doing so may break later Dehacked refactorings.
# Conflicts:
# wadsrc/static/language.rus