- Drawn over the top of basically everything when enabled.
- Update song credit on
- Menu music update (can sometimes clear it)
- Intermission begin
- Vote begin
- Return to title (by clearing it)
Instead of the absolute insanity that is V_DrawCroppedPatch, which makes you specify the number of pixels to crop off the top/left and then the number of pixels to show after the crop ... you just use V_SetClipRect to create a rectangle for any future draws to be cropped down to, and V_ClearClipRect afterwards to clear it.
Currently only supported by V_DrawStretchyFixedPatch. Ideally other drawing functions should also receive clipping rectangle support too.
All typedefs for structs that were present in other header
files have been moved to here. (Except node_t because the
renderer and netcode both define node_t LOL.)
Fixes PNG patch conversion crashing when called from vres
at game startup.
Also does not reload palette every time the resolution is
changed. (This had no effect on the SDL backend, don't
worry.)
* Blend tables generated by the game.
* The Color Cube accessibility tool.
* Fixed another stupid typo that got in the way of FF_BLENDMASK working.
* Some minor adjustments for code cleanliness.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
- Split HUD stuff into k_hud.c/h
- V_SPLITSCREEN replaces the old function that sets V_SPLITSCREEN/V_HORZSCREEN flags system, and instead automatically moves it based on player number
- V_SLIDEIN makes HUD items slide in after the intro animation.