I have no idea why they were even in there, as they intentionally circumvented all GC related features - they declared themselves fixed if prone to getting collected, they all used OF_YesReallyDelete when destroying themselves and they never used any of the object creation or RTTI features, aside from a single assert in V_Init2.
Essentially they were a drag on the system and OF_YesReallyDelete was effectively added just to deal with the canvases which were DObjects but not supposed to behave like them in the first place.
src/p_pspr.cpp:363:37: warning: more '%' conversions than data arguments [-Wformat]
src/gl/textures/gl_texture.cpp:845:21: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
- added a few access functions for FActorInfo variables.
With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.
- changed how status bar sizes are being handled.
This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
Currently this is only being used for draw operations that are not automap related, i.e. DrawLine, DrawPixel and FillSimplePoly are not subjected to it.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.
Currently this is not usable in mods because they cannot initialize custom status bars yet.
Using I_MSTime is not precise enough, because some camera textures can be done quicker. It was pointless anyway trying to make this multithreading-safe, the entire caching idea here makes no sense if two clippers can simultaneously work on the same level data without changing the memory organization and rendering it ineffective.
src/gl/scene/gl_clipper.h:150:23: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/dynlights/gl_aabbtree.cpp:137:24: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:34: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:44: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:30: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:54: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:142:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:143:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:144:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:167:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_shadowmap.cpp:163:31: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/p_saveg.cpp:367:16: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
src/p_saveg.cpp:402:60: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/p_setup.cpp:1553:39: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
src/scripting/zscript/zcc_compile.cpp:293:74: warning: field 'AST' will be initialized after field 'mVersion' [-Wreorder]
src/swrenderer/drawers/r_thread.cpp:113:21: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
It looks like the memory management at use here is not capable of maintaining multiple instances simultaneously and the camera textures create another scene drawer so the initialization of the main scene drawer has to be delayed until after the camera textures are done.
- replaced TStaticArray with regular TArrays.
They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that.
This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
- consolidated the code to calculate a sprite's display angle for all 3 renderers.
As it turned out, they all differed in their feature support because they had always been updated independently by different people.
- moved testcolor and test fades into SWRenderer files.
These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
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.