- disabled the mouse movement sensitivity CVARs pending a refactoring of the code to handle them in the input backend instead of the individual input handlers.
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.
In-stream optional compression is not a good idea anyway, this can and should be done better.
Also: Why is the savegame format architecture dependent???
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.