* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow
* - add menu option for cl_disableinvertedcolormap
* - added customization for invulnerability colormap
* - fixed custom colormap being calculated incorrectly
* - disable custom invulnerability map before the main game loop
# Conflicts:
# src/d_main.cpp
Default: off (false)
When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
# Conflicts:
# wadsrc/static/menudef.txt
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.
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 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
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.
# Conflicts:
# src/gamedata/g_mapinfo.h
# src/gamedata/stringtable.cpp
# src/maploader/maploader.cpp
# src/p_map.cpp
# src/p_udmf.cpp
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
# Conflicts:
# wadsrc/static/language.csv
What is done:
D1. Controls are separated by existing sections, each section is now a submenu;
D2. The original sections are preserved;
D3. The original controls order is preserved;
D4. "Controls" section is renamed to "Game", because "Controls" submenu of "Customize Controls" would be too confusing;
D5. Map (automap) controls are added as a section, map controls submenu is unchanged;
D6. Missing controls are added to "Other" section;
D7. Sections are given a title following the scheme "Customize <section> Controls", except N4 (see below).
D8. Inside the sections, spaces are added to group the related controls.
Things that I'm not sure about:
N1. "Game" controls section name is too generic - I'll gladly change it to something more suitable;
N2. "Other" controls section name is too generic - I'll gladly change it to something more suitable;
N3. Map controls submenu could use some spacing, and internal title ("Map Controls") is redundant;
N4. "Strife Popup Screens" section name is too long to fit in scheme described in D7, therefore the title is "Strife Popup Screens Controls";
N5. "Game" section could be divided further, but this will break the original menu structure.
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
# Conflicts:
# src/am_map.cpp
This also removes the gl_attachedlights CVAR because with the new management this doesn't really work anymore.
# Conflicts:
# src/gl/system/gl_cvars.h
# wadsrc/static/menudef.txt