* linked portals may never have a z-offset so the parameter for that needs to be ignored.
* for interactive portals, handling z-displacements when some distance calculation reaches through a portal is way too extensive and problematic to ever have a chance of really working. If such a portal gets defined it will be changed to a teleport-only portal and a message printed.
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
- This might have been added in an effort to fix problems caused by mixing inclusive
and exclusive right edges. It might not be needed anymore. Let's find out...
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
This is to keep some people from jumping the gun on this and preventing the implementation of a proper toggling mechanism.
The feature itself will come back, but differently.
- removed portal setup from Build maps
they don't define it anyway so it makes no sense to have it there. Once this code gets refactored this will be in a different place that's identical for all map types.
- With multiple A_Jump calls possible in a single action now, it is now
possible for DoJump() to be called with a callingstate that does not
match self->state because the state had been changed by a prior A_Jump
in the same action function.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
The function 'PClassActor::InitializeNativeDefault' is the only one which didn't allocate the 'Defaults' member variable with M_Malloc. Reported by the Address Sanitizer.
Latency placement is no longer fixed:
* If time is visible, it is placed on top of the screen and latency is placed below
* If time is not visible, latency is placed on top of the screen
Both are displayed on alternative HUD only
- Somebody might want to set a midtexture's Y scale negative to flip it
vertically. I'm pretty sure this would mess up 3D mid textures if we
don't make it positive again for those.