Now, all menus will use the same scale, i.e. it only depends on the screen width and a base size of 640. This nearly universally yields better results than trying to make a 320x200 screen fit.
The only exceptions to this are the intermission screens and the level summary. These, unlike the menu need to try to make a 320x200 screen fit, but without all the hackery that was present to adjust the menu display.
Note that since this affects globally visible script variables, both the intermission and summary drawers will not use their own set but instead temporarily override the global setting as long as they run their own code.
Changing the use of variables here might cause much worse problems with menu code so it wasn't attempted
# Conflicts:
# src/v_video.cpp
Default language is now always American English, just like on Linux and macOS.
# Conflicts:
# src/g_cvars.cpp
# src/gamedata/stringtable.cpp
# src/textures/texturemanager.cpp
# Conflicts:
# src/win32/i_system.cpp
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
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.
8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes.
This was causing access to invalid memory when trying to read the header of something too short.
For other file formats this is of no concern because none has a header this short.
- Allows grabbing the currently playing song, base order, and loop properties.
# Conflicts:
# wadsrc/static/zscript/base.zs
# Conflicts:
# wadsrc/static/zscript/base.zs
This was already far too generous and caused space problems, but with localization these became a lot worse, so now it will try to allocate at least 640 virtual pixels for the menu width and only go below that for small resolution ranges where the smaller value would result in too small text.
There's really no need for a non-standard solution here anymore with C++11.
This also fixes an unreleased lock in the WildMidi code.
# Conflicts:
# src/posix/sdl/critsec.cpp
The usedcolors array which counts the number of pixels in a given color in a font used bytes as storage, so any color that just happened to have a count that is a multiple of 256 the color was considered not present.
# Conflicts:
# src/gamedata/fonts/font.cpp
# src/gamedata/fonts/fontinternals.h
# src/gamedata/fonts/specialfont.cpp
# src/gamedata/fonts/v_font.cpp
# src/v_font.h