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
Without this the class cannot be properly subclassed.
# Conflicts:
# wadsrc/static/zscript/ui/menu/optionmenuitems.zs
# Conflicts:
# wadsrc/static/zscript/ui/menu/optionmenuitems.zs
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.
# Conflicts:
# src/gamedata/g_mapinfo.h
# src/gamedata/stringtable.cpp
# src/maploader/maploader.cpp
# src/p_map.cpp
# src/p_udmf.cpp
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
# Conflicts:
# wadsrc/static/language.csv
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
- Allows grabbing the currently playing song, base order, and loop properties.
# Conflicts:
# wadsrc/static/zscript/base.zs
# Conflicts:
# wadsrc/static/zscript/base.zs
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
These are neither supposed to be translated nor overridden by other language tables.
Doing so may break later Dehacked refactorings.
# Conflicts:
# wadsrc/static/language.rus
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.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
# Conflicts:
# src/actorinlines.h
# src/decallib.cpp
# src/g_levellocals.h
# src/hwrenderer/scene/hw_sprites.cpp
# src/p_mobj.cpp
# src/p_saveg.cpp
# src/p_user.cpp
# src/polyrenderer/scene/poly_particle.cpp
# src/scripting/vmthunks.cpp
# src/swrenderer/things/r_particle.cpp
# wadsrc/static/zscript/actors/player/player.zs
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/g_levellocals.h
# src/hwrenderer/scene/hw_sprites.cpp
# wadsrc/static/zscript/base.txt