MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
Minimum OpenGL version is now 3.3 and so, the given legacy fallback doesn't make any sense
This increases required macOS version to 10.9 as on previous versions nothing but a black screen was rendered
hwrenderer/postprocessing/hw_postprocess.cpp:22:3: warning: delete called on non-final 'PPEffectManager' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
hwrenderer/postprocessing/hw_postprocess.h:64:5: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:75:3: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
hwrenderer/postprocessing/hw_postprocess.h:85:4: warning: cannot delete expression with pointer-to-'void' type 'void *' [-Wdelete-incomplete]
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
Why? So mods that reveal enemy names don't show internal monster class names.
Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.