- new FloatingSkull light.
- use armour primary colours instead of red for both, with the red gem having its separate light.
- give subtractive pulselight to blursphere.
Most were still at 3.1 which prompts noisy warnings from up-to-date CMake versions.
Version requirements have been removed entirely from dependent subprojects, all others were upped to 3.16.
Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing.
Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore.
Burning barrel has a yellow flame again.
Mega, invulnerability and blur spheres now match their respective colours.
Column is yellow now rather than green.
Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top.
Blue keys now get their own definition instead of relying on the id blue health potion.
Serpentipede balls are less red before exploding and more red after.
Hatchlings have a distinct brighter glow when attacking.
This also includes Blzut3's DECORATE version of the Harmony actors and disables the Dehacked patch, which was necessary to define a working set of dynamic lights and fix a few minor errors with the original.
It's "doom.id.doom1/2" instead of "doom.doom1/2" now.
The config file's content will be renamed and for lump filtering a fallback has been added - note that you cannot combine both naming schemes! The old one has to be considered deprecated now.
This also removes the duplicated content necessitated by the old naming scheme.
- apply them also to Freedoom.
- to compensate for the increase in light size required for attenuated lights to look correct, when running in legacy mode, they to be reduced in size to 2/3 of their defined size because the textured lighting method does not support real attenuation.
- removed the ancient size limit of 255 for light sizes which comes from a time when args were bytes.