* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
- it disables most 2D drawing in order to favor a fullscreen output view for screenshot taking
- enabling the console or any menu should cancel it
- it does use several CVARs but their state should be restored when this mode is canceled
Default: off (false)
When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
This reverts commit d308a1223b.
This does not work because the menu treats negative coordinates differently.
On top of that, changing size of the episode and skill menus dynamically depending on screen size is causing secondary problems so this is better reverted to the previous state.
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers
https://forum.zdoom.org/viewtopic.php?t=65150
The default was changed to replace graphics if only known content is affected.
This also required blocking the feature for Hacx, Harmony and Action Doom 2 which have no localization yet and would fall back on Doom's texts if not blocked.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
Now a localization mod can disable the graphics patches containing text entirely so that it can properly localize the text based menu variant.
If this flag gets set in MAPINFO, it will override all user settings.
* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.
Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
This doesn't really write out any info for the pointer, if the level does not match it just errors out.
This is both for quick detection of badly used level data and for automatic restoring of the pointer from the serializer's working level.
This also removed the temporary workarounds in DAutomap and DLevelScript to restore these pointers when a savegame is loaded.
This isn't used for the 3 action function calls because it requires an array allocation which would be a bit too costly for something as frequently called as action functions.
They will need a different approach.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
Added full-panning stereo, improvement of channel management, and many other things.
Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.
ADLMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Fixed correctness of CMF files playing
* Fixed unnecessary overuse of chip channels by blank notes
* Added API to disable specific MIDI tracks or play one of MIDI tracks solo
* Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
* Added working implementation of TMB's velocity offset
* Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54) for a work!)
* Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip
OPNMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
* Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
* Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
* Added support for full-panning stereo option
ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
They would also pass the test if a menu just was open but not the actual invoker.
Also error out if this happens so that modders can see that they are doing unsupported things. Silent failure is not a good idea here.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
Game code should never ever call the renderer directly. This must be done through the video interface so that it can also work with other framebuffers later.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.
Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.