This prevents spoiling levels when the HUD information is disabled.
This change is not retroactive: it has no effect on existing savegames.
You need to save again for this change to have an effect.
Save games now store kills/items/secrets and player health/armor
in the comment string, which is displayed in the save/load game menu.
This change is not retroactive: old savegames will not display
this information until they are overwritten.
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
- Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file
Since most CheckGC calls are within the main game ticker, the engine can accumulate a lot of data when creating/deleting objects in the menu or other UI parts and never manage to collect everything
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
* Simplified some stuff, made up-to-date
* Dealt with DST problems
* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui