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.
Now that GZDoom supports uppercase and lowercase characters in the BIGFONT format, this commit actually adds those characters. It contains full support for both the English and Russian (minus the letter Ё) alphabets for both Doom and Strife. As for the existing punctuation graphic lumps in Strife, all extra space is removed, and the sprite offsets are adjusted instead.
This also adjusts the English language file so that all menu header texts utilize these new characters. As a tiny extra, it also adds the letter Ё to the Strife smallfont.
(Credits to Skulltag for the uppercase B, Amuscaria for the uppercase X and Z, and @jnechaevsky for all Russian characters, taken from Russian Doom!)
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
The Linux backend looked like it didn't handle anything non-ASCII at all, but this all needs to be tested.
Windows will be a bit more work because it requires using the Unicode API for creating the main window.
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
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.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
The BIGFONT system works in both Heretic and Hexen; however, as Doom and Strife still depend on a lump format, they lack it.
(Also renamed the “game-raven” directory to “game-heretic”—the lumps in that folder are made for the Heretic palette, and become riddled with artifacts when loaded in Hexen).
This is dpne as a two-stage approach. TXT_LOGTEXTxxx will always take precedence over the log lumps, and TXT_ILOGxxx will only replace the original IWAD content.
This is so that PWADs replacing these lumps don't get overridden by the default texts.