Now uses its own self-managed linked list with its level tracking the head pointer. Allows for VisualThinkers to be moved to any desired stat instead of being stuck in STAT_VISUALTHINKER.
Resolves a host of issues related to playing loading, both in singleplayer and multiplayer. Name-based player data selection now works meaning join order no longer has to be preserved.
This reverts commit 3033fafaa7.
Revert "Improved ZScript interface for morphing"
This reverts commit 6c64a4403c.
Revert "Further morphing clean up"
This reverts commit 12dc5c1506.
Revert "Fixed inconsistencies between player and monster morphing"
This reverts commit 30730647fe.
Revert "Reworked Morphing"
This reverts commit 2c09a443b4.
- fix compile
This is a combination of 2 commits.
Revert "New API for assigning unique network ids to objects"
This reverts commit e37c19b5b4.
This is the commit message #2:
Revert "Fix for Morph virtual"
This reverts commit 0ef042562e.
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
- Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
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.
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.
It should be said in no uncertain terms that OnRegister operates on an uninitialized level so it should only be used for setting up the registering process of the event handler itself and nothing else - not even the event handler's data!!!