These methods do not examine or change playsim state. They only perform math or look at class metadata.
Methods changed are:
• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
This reverts commit 8c7d3b6ab8.
With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl_load/gl_interface.cpp
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
# Conflicts:
# src/gl/scene/gl_portal.cpp
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
(cherry picked from commit 79b3c41677)