Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.
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
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
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
- Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage.
- Refactored all DamageMobj's damage <= 0 values.
- Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0.
- All pain/wound/target changing allowances return 0.
NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.
The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
Changed to use 32 bit and also fixed the random number call which was using the byte value variant of the access operator, effectively limiting the number of choices to 256.
Since this deletes the resolved elements one by one and needs to start at the front to ensure consistency, it is better to reverse the order so that the deletions take place at the end of the list which requires a lot less data movement.
On Total Chaos this slowed down texture setup to the point where the mod was basically unlaunchable.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.