- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
- renamed sector_t::soundorg in centerspot, changed the type to a fixedvec2 and removed the CenterSpot #define.
Since this thing was used in lots of places that have nothing to do with sound the name made no sense. Having it as a fixed_t array also made it clumsy to use and the CenterSpot #define used a potentially dangerous type cast.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- čontinued work on FMultiBlockLinesIterator. It's still not completely finished.
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
# Conflicts:
# src/CMakeLists.txt
# src/p_setup.cpp
# src/r_defs.h
# src/version.h
This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
- The original Doom renderer was inclusive for all right edges. This was
fine for the wonky projection it did. This was not fine for a standard
perspective divide, so I had to change walls to be right-edge exclusive
when I changed the projection. I only touched what was needed. Until
now. The right edge is always exclusive now, which should prevent any
more bugs related to mixing the two clusivities incorrectly.
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
it's getting crammed into a vissprite now.
- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
texture mapping. These have now been spun off into methods of
FWallCoords and FWallTmapVals.