The old method using a single string with a backslash as separator is unable to handle anything with actual backslashes in the data.
It now uses a JSON object with each CVAR being a separate key.
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.
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.
In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
- Added: d_main.cpp now searches for "gzdoom_optional_assets.pk3" - this can be changed in version.h for fork authors.
- Updated forum links to point to ZDoom.org.
- all 5 settings affected by uiscale have been changed to have the exact same semantics: -1, if supported means special scaling, this is available for HUD and status bar, 0 means to use uiscale, any larger value is a direct scaling factor.
- scaling is cut off when the factor is larger than screenwidth/320 or screenheight/200 because anything larger will definitely not fit.
- a lot of code has been cleaned up and consolidated. Especially the message code had an incredible amount of redundancy.
- all scaling options have been moved into a submenu. This menu is not complete, though - it still requires a special menu widget to convey the intended information without confusing the user.
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.