* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
To simplify the code the 'optimized' loop was replaced with one iterating over all pixels - even in the worst of cases the little savings are hardly performance relevant.
From the looks of it MSVC's strtoul function does parse negative values, while GCC's does not. Since negative values are allowed for some properties this now uses strtoll and stores the value with 64 bit to preserve both the value range of signed int and unsigned int.
In particular the one for the menu's player sprite and ACS translations can alter a translation ID's actual translation at run time, these changes never triggered a descriptor set change.
There seems to be a bug in the backend, but I have no idea what's wrong.
Clearing the start screen with a ClearRect call renders the 2D drawer in an unstable state. So for now, clear the screen by rendering a texture, but with light color black, which produces the same effect without later breaking stuff.
* for Strife the game palette must be loaded before the start screen.
* increase update frequency of start screen to roughly 35 fps
* fixed Strife's laser sprite names.
* do not show the native progress bar if a graphical start screen is used.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.