* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.
In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
If we ever want to refactor the global level data these must not reference the 'level' variable.
The main parts of the map loader cannot use this information, because it can only be created after running the node builder, so it got its own set of index functions instead.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
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