* Make MT_GHOST's encoremapping depend on whether the source was encoremapped.
* Revamp how sector typegroup 2, type 15 inverts the encoremapping (so planes don't get awkwardly desynchronised).
* Objects!
* Gone is the arcane, difficult-to-remember list of random flags. Say hello to MF_DONTENCOREMAP!
* Alternatively, if the object has a skincolour applied to it, it isn't encoremapped either. (Useful for ghosts, for example.)
* Sectors!
* The autodetecting of sneaker and spring panels is now much more intelligent, and only avoids remapping the plane(s) the effect is availible upon.
* Sector special group 2 no. 15 is now "Invert Encore Remap". It inverts the above detection.
* Linedefs!
* The "Transfer Line" linedef flag can now also be used to deny Encore remappings on linedef textures.
* Right now it applies to every pixel drawn specifically belonging to that linedef, but if people decide it needs changing, we CAN make it apply to midtextures only (like linedef types 900-910).
* Palette remaps.
* Branding.
TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
Additionally, place some optimisations in both software and OpenGL; in particular one has been added for when all of back and front sector (floor and ceiling) is sky: since everything is "open" anyway, we can simply the usual checks involved.
Thankfully it was really just a copy+paste of the code I already tinkered with for the normal ceiling sky based thok barriers, but tweaked for floors instead
* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
To be specific: when a sector had a sloped ceiling and a colormap was
placed above it, the colormap wouldn't fill anything above where the
ceiling height is at the sector's midpoint. This is fixed.