- It was calling the fallback aiming in the wrong place when it should have been outside the speed check.
- Credit to _mental_ for the base code, but no gotos involved.
This time there was one important exported script function: Actor.Spawn.
Since this will require a level pointer in the new scheme of things the old version had to be deprecated, because it is static with no argument that allows retrieving the level. However, since this is probably one of the most widely used functions I added a workaround to let it continue to work if used from inside an actor class, which should constitute >95% of all uses. This required a little bit of hackery in the compiler backend to swap out the function if appropriate.
Aside from that there were 5 places in the internal ZScript that needed handling, which mostly consisted of making a formerly static internal function non-static.
There are several places where a temporary change of light mode is needed, all these made this change in the global level struct. Now the change is only local to the active draw info.
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.
Visual C++ will never statically initialize a class instance where a member field has a default value set, so the DEFINE_ACTION_FUNCTION variants without a direct native call need to be handled differently. The easiest way to do this is to leave out the nullptr default and omit the value in the initializer list. For trailing fields this will always get them nulled.
Also tried to sort them by renderer use but that turned out to be without any performance effect, even though the struct is a bit better aligned now and several bytes shorter.
I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever.
The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
This involves passing the level explicitly to many functions. What was done here may seem a bit excessive but at least it covers everything.
Most importantly, the global ActiveThinker pointer has been moved into FLevelLocals and is now getting tracked properly by the level without using dangerous assumptions about how the game organizes its data.
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation