break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
Fixes compilation error with Xcode 8:
cannot initialize a parameter of type 'id<NSApplicationDelegate> _Nullable' with an lvalue of type 'ApplicationController *'
In this case the PSprite animation won't be changed, only the ReadyWeapon. But in order to work, the PSprite's caller needs to change as well so that the next weapon check does not fail.