* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
This fixes usage of uninitialized variable in ACSStringPool::PoolEntry objects
The initial version (before 66d15dc) increased pool size by one entry and assign all its members right after that
The improved version reserved MIN_GC_SIZE entries but didn't initialize anything except the first one
ACSStringPool::FindFirstFreeEntry() cannot find the proper entry as it uses PoolEntry::Next member for list traversal
It's enough to initialize Next member with FREE_ENTRY value because other fields will be assigned anyway inside ACSStringPool::InsertString()
https://forum.zdoom.org/viewtopic.php?t=60049
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
This data must be immutable, if any mod plays loose here, very bad things can happen, so this hole got plugged, even at the expense risking to break some badly behaving mods.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
Previously, only .wad files can specified without file extension for -iwad command line option
For example, -iwad square1 will load square1.pk3 as IWAD
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.