These can cause highly dangerous recursions and execute play code deep inside the renderer and since the hardware renderer does not have these, there is very little point for the software renderer to retain them.
# Conflicts:
# src/polyrenderer/poly_renderer.cpp
# src/rendering/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/swrenderer/line/r_renderdrawsegment.cpp
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
# Conflicts:
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/g_level.cpp
# src/gl/compatibility/gl_20.cpp
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
# Conflicts:
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/hwrenderer/dynlights/hw_dynlightdata.h
# src/hwrenderer/scene/hw_renderhacks.cpp
# src/namedef.h
# src/scripting/thingdef_data.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/d_main.cpp
# src/g_levellocals.h
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/gl/dynlights/gl_dynlight.h
# src/gl/dynlights/gl_dynlight1.cpp
# src/gl/scene/gl_spritelight.cpp
# src/gl/scene/gl_walls.cpp
# src/hwrenderer/dynlights/hw_shadowmap.cpp
# src/hwrenderer/dynlights/hw_shadowmap.h
# src/hwrenderer/scene/hw_flats.cpp
# src/p_setup.cpp
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
(cherry picked from commit 2d51fa5b43)
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
- consolidated the code to calculate a sprite's display angle for all 3 renderers.
As it turned out, they all differed in their feature support because they had always been updated independently by different people.