* - 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.