- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
In Greek for all-caps text there *must* not be any accents. As such, all accented characters now contain a default remap to the unaccented version and the accented characters in the already converted Doom Small and BigFont have been removed as these are all-caps fonts. Doom BigUpper still requires investigation how Smallcaps fonts need to be handled.
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
(The Raven license got removed from sc_man after checking that no Raven code is still present here, this file got a nearly complete overhaul over all those years.)
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that.
PNG, JPG and TGA are still being handled by the existing dedicated implementations.
PSD and HDR are impractical for reading texture data and thus are disabled.
PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.
This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.
This is not useful by itself but can be used for adding new features later, e.g. mod-wide compatibility settings or file specific lump replacement or injection.
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.
In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.
Character classification is no longer affected by quirks of standard library implementation
Lookup table for own function was generated with Python thanks to Unicode Database module from its standard library
Explicitly set locale for POSIX targets was reverted to C
https://forum.zdoom.org/viewtopic.php?t=65641&start=18#p1115930
Added 5 xbrz_... CVARs to control various settings of upscaling process
Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
The use type is being used for texture lookup, so changing this alters the texture lookup rules and may cause return of incorrect textures.
This also ensures that context depending upscaling rules get used, because FontChars are separate from regular textures.
Most importantly, specifying a patch may optionally disallow showing the autor's name - this is for cases where a styled patch gets used for English but text-based translations of the map name should still be possible.
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.