* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow
* - add menu option for cl_disableinvertedcolormap
* - added customization for invulnerability colormap
* - fixed custom colormap being calculated incorrectly
* - disable custom invulnerability map before the main game loop
# Conflicts:
# src/d_main.cpp
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
* Update level_compatibility.zs
Map fixes for some older mods
* Formatting changes
Spaces around commas and comment markers, to better match the rest of the file
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
# Conflicts:
# src/maploader/maploader.cpp
It was extracted from LevelCompatibility class, and native code was moved accordingly
(original patch by _mental_)
# Conflicts:
# src/compatibility.cpp
This reverts commit 2b51e8d5dd.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/p_setup.cpp
# src/wi_stuff.cpp
# src/wi_stuff.h
# wadsrc/static/zscript/ui/statscreen/types.zs
Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"
This reverts commit 4a563f449d.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed compilation."
This reverts commit 149a294a49.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed game finales not being shown after the intermission."
This reverts commit 55af0b11c6.
All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
Default: off (false)
When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
# Conflicts:
# wadsrc/static/menudef.txt
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
# Conflicts:
# src/fragglescript/t_func.cpp
# src/g_inventory/a_keys.cpp
# src/p_acs.cpp
# src/p_mobj.cpp
# src/p_user.cpp
# src/r_data/r_interpolate.cpp
# src/r_data/r_interpolate.h
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
StaticText ""
Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.
But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.
This simple edit allows mods to not add a space, still be separated from
standard options.
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.
The old behavior (`crosshairhealth 1`) is still the default.
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
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.
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
# Conflicts:
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
# src/gi.cpp
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
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.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
# src/gi.h
# src/p_setup.cpp
# src/stringtable.cpp
# src/stringtable.h
# wadsrc/static/zscript/ui/statscreen/statscreen.zs
# wadsrc_extra/static/iwadinfo.txt
# Conflicts:
# src/gi.h
# wadsrc_extra/static/iwadinfo.txt
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