- fixed: the delayed state changer for the alpha function called glBlendFunc instead of glAlphaFunc.
replaced all character arrays for lump/texture names in the level_info_t and FLevelLocals structures with FStrings as first preparation for allowing long texture names.
fixed: if we allow long names for the fade table we must also check for them when the colormap gets loaded.
fixed: skies should be loaded into the FLevelLocals struct not into the global variables of the renderer.
Merge branch 'master' of https://github.com/rheit/zdoom
- changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.)
- expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used.
- missed one texture name field in level_info_t.
- allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name.
- added new renderstyles AddStencil and AddShaded.
- added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing.
- removed the last static character arrays from FLevelLocals.
- removed 8 character limit for map names.
- fixed: long texture name lookup did not work with TEXMAN_TryAny.
- allow setting sector planes' plane equations directly from UDMF.
- fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag.
- forgot to save this...
- fixed: _M_X64 macro was misnamed _M_IX64.
- Heretic doesn't really need dontcrunchcorpses because there was already some alternative handling for that situation.
- fixed some Linux issues with recent changes.