First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.
Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.
A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".
These changes will also be later applied to the side mods as well.
Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.
Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
- All items now have vanilla hitbox sizes for compatibility.
- Removed extended hitboxes (no longer needed).
- Blob shadows are now exclusive to players (and eventually monsters).
- Glows and sparkles are no longer toggleable.
- Glows and sparkles have fixed size/radius.
- Item sparkles are now handled by the glows, rather than the player.
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is " " (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.