- For most cvars, this is equivalent to calling GetGenericRep() to get a
string.
- For float cvars, it uses %g instead of %H, because %H is generally more
information than is needed.
- removed use of finesine for creating the player backdrop for the menu display. This mostly uses the code from the old 2.0 floating point version but fixes some of the constants in there which were not correct.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
The reason is that in such a case it is very likely that the IWAD defines its own menu and will most likely not provide all assets for the base definitions. See 'Adventures of Square' for an example.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
- having a value of 5000 as the default for autoaim makes no sense, since this is an angle value that will always be clamped to [0..35]. So now 35 is both the default and the maximum.
This CCMD tried to access the current menu to decide which colors to reset but that is not available at all when this function gets called. It now uses the automap's own CVAR arrays.
* added global functions that check whether FMod and OpenAL are present, without initializing the sound backend.
* make sound init code more fault tolerant. It will now try to switch between FMod and OpenAL if the currently active one cannot be found but the other one can.
* added 'ifoption' checks for sound backend to menu code.
* only show sound backends which are present and hide the options for the ones which are not.
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
- Fixed: If the menu cursor was on the topmost-displayed item, pressing up
would not scroll the view up. The check for scrolling only tested if the
newly selected item was the topmost one, since the menu code had
assumed the only time the cursor would be on the topmost visible line
was when it was the very first line of the menu. Using PgDn breaks this
assumption.
- Explicitly size and position the text cursor in
FListMenuItem::DrawSelector() the same way that the options menu does it
using M_DrawConText(): By sizing it to a scaled 8x8 cell.
- Added more resolutions to the hard coded table (up to 5K).
- Since we're using scaling for fullscreen, we should probably just use the hard coded table for fullscreen resolutions as well.
- Fixed: Resolution menu used fake aspect ratio to determine which aspect to file a resolution under.
- Added a way to use SDL surface blitting instead of accelerated textures.