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
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
# Conflicts:
# src/am_map.cpp
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
It now reads everything into a two-dimensional TMap and creates a list of mappings that apply to the current setting.
The constant need for reloading was the main blocker in redesigning how Dehacked strings get inserted. Currently they override everything, but IWAD-based Dehacked text shouldn't block PWAD overrides from PWADs' LANGUAGE lumps and instead be treated as coming from an [en default] block.
This also renames the main block from [enu default] to [en default], because it should be treated as the English default for all English locales and not just make it fall through to the base default as it did before.
# Conflicts:
# src/doomstat.cpp
# Conflicts:
# src/stringtable.cpp
Now all this content can be localized. However, since this is actual game content it was placed in a secondary file in zd_extra.pk3, so that it won't affect the GPL-compatible status of the main one.
# Conflicts:
# src/p_conversation.cpp
This way of looking up strings is intentionally limited to content from Hexen.wad and Hexdd.wad.
# Conflicts:
# src/maploader/maploader.cpp
# src/p_acs.cpp
# src/p_acs.h
The text file
gzdoom/wadsrc/static/zscript/statscreen/statscreen.txt
is set to use strings called “$ENTERING” and “$FINISHED”, located in the language files, in intermission screens between levels in Heretic. However, these strings are named incorrectly in the language files, instead being written as “$WI_ENTERING” and “$WI_FINISHED” for some reason I’m unaware of. After renaming the original script, the ingame text shows up through what is written in the language files, as intended.
On a miscellaneous note: in GZDoom, the text between levels in Heretic says “Entering:”. In the DOS version, it says “Now entering:”. This is accurately reflected in the English language file, though, and thus faithful to the original when displayed ingame.
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
This also removes the gl_attachedlights CVAR because with the new management this doesn't really work anymore.
# Conflicts:
# src/gl/system/gl_cvars.h
# wadsrc/static/menudef.txt
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.
# Conflicts:
# src/compatibility.cpp
# wadsrc/static/zscript/level_compatibility.txt
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state
https://forum.zdoom.org/viewtopic.php?t=63124
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.