This fixes an issue with DUMP 2 which looked for patches of the same name as the texture currently being defined and where the patches had the same use type as the composite texture. The function as implemented would only find the newly added composite and print an error.
If done earlier they will not be able to detect overrides of sprites and graphics which are not part of the PATCHES lump. There was some fudging code to work around this problem but it was only partially working.
Now these textures only collect the texture name and use type during setup and resolve them after all textures have been created.
This was probably responsible for some weird behavior recently, but with the addition of the OF_Transient flag this outright crashed because it left NULL pointers on reload in places where they weren't checked for.
- This was only visible when using a screen wipe because the initial frame wiped
to would clamp the pitch to whatever undefined pitch range the player
had before the proper range was received.
- Instead of calculating lighting based from the left edge of the wall
segment the decal was on, it was calculated from the left edge of the
wall instead.
- VC++ generated horribly stupid code for x64 when incrementing pc at the
beginning of each instruction by storing hundreds of copies of it for
every opcode executed. Incrementing pc at the end avoids this madness.
- It is possible I messed something up with this change. Hopefully not.
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
crammed into a single file. This meant that animations from one game
could erroneously make their way into maps for another game that
provided custom textures with names that matched textures that animated
in the other game. There are now three separate ANIMATED lumps with only
the animations defined for the original game and no others. The one
that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
FTextureManager::InitAnimated(), since I had to figure it out from the
code.
- Setting an actor's Crash state has the potential to destroy the actor if
the Crash state has one or more 0-tic states that end with Stop. This
was not taken into account when the object's Z velocity was 0, but it
was under the floor anyway.
- Disable the changes from commit 96afce241d
because it appears to not recognize default rules that reduce as
reducing.
- When tracing a parser, flush after every line output in case an
assert is hit so you can actually see what it did up to that point.