With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.
Without the adjustments, just added GetMaxAscender for compatibility. (drfrag)
# Conflicts:
# src/gamedata/fonts/font.cpp
# src/scripting/vmthunks.cpp
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.
# Conflicts:
# src/s_sound.cpp
# wadsrc/static/zscript/base.zs
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.
# Conflicts:
# src/gamedata/fonts/v_font.cpp
This was done for two reasons:
1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
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
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
# Conflicts:
# src/CMakeLists.txt
# src/textures/backdroptexture.cpp
# src/v_2ddrawer.cpp
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
# src/gl/scene/gl_weapon.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/r_defs.h
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/utility/hw_draw2d.cpp
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
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.
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.
# Conflicts:
# wadsrc/static/zscript/ui/menu/optionmenuitems.zs
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
It's "doom.id.doom1/2" instead of "doom.doom1/2" now.
The config file's content will be renamed and for lump filtering a fallback has been added - note that you cannot combine both naming schemes! The old one has to be considered deprecated now.
This also removes the duplicated content necessitated by the old naming scheme.
# Conflicts:
# src/version.h