It's an optional extension of deprecated keyword:
deprecated("2.4", "use ModernFunction instead") int OldFunction();
deprecated("3.5", "use ModernVariable instead") int OldVariable;
Usage of such members will produce the following report:
Script warning, ":zscript.txt" line 123:
Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
Script warning, ":zscript.txt" line 456:
Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method
https://forum.zdoom.org/viewtopic.php?t=64961
The message is always printed for any use of deprecated global variable
If such variable is accessed inside a deprecated function from a core script lump, the message is printed only when verbosity level is set to highest
https://forum.zdoom.org/viewtopic.php?t=64830
Script position is now initialized at the very beginning of decorate parsing process
Script position no longer contains uninitialized file name
https://forum.zdoom.org/viewtopic.php?t=64836
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels
https://forum.zdoom.org/viewtopic.php?t=64476
* - 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.
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.