lumpnumcache can be case sensitive W_CheckNumForName should also look for uppercase stuff and W_LumpExists is case sensitive anyways
this avoids having to always account for case (toupper/tolower) during hash and string comparisons and even allows us to even directly compare our strings instead of using fastcmp (std::strings allow this!)
from some benchmarking externally this makes this faster quite a bit
This reverts commit f72475b557, reversing
changes made to 0c89c85aae.
Sorry Generic this branch is really cool but it needs more work. I shouldn't have merged it too early...
- Drawn underneath absolutely everything else, because it's the least specific of all the guides minigen can provide
- "Common objects" includes:
- Rings/spheres
- Waypoints
- Item boxes/spots
- Overtime kiosk
- Rings
- Item Capsules
- The above were chosen because they're a good distinctor between sectors that are valid to drive on and sectors that would be valid were there no impassable lines or massive height differences preventing the player from getting there.
Related:
- K_TerrainHasAffect now has a "bad only" check mode.
- If true only report back for strong friction, any offroad, any damage, or stairjank.
- All pre-existing colours are now actually what the code says they should be for the 2.2 palette
- RR-specific colour changes.
- Remove all noclimb-specific line colours
- Render areas that can't be stepped up/down onto as walls
- Add colours for
- Tripwire (cyan, but not 0xff cyan)
- Finish Line (grey)
- FOF info (blue)
- Use a low-intensity colour to signal possible offroad/hazard sector or stairjank step
- Rework to support drawing in multiple passes, so that information that is strictly more important (solid walls, finish line) will not be obscured at minimap resolution by nearby lines signalling offroad/stairjank
Related:
- Added K_TerrainHasAffect
- Returns true if terrain has any properties which would affect the player's gameplay, false if not.
- Software* + OpenGL support
- *Not supported: R_DrawColumnShadowed_8
- This has something to do with walls and FOF lights.
However, I don't see an easy code solution and I don't
know how to even test this.
Since I want to keep the v1 style speed cap, I am going to use a timer set alongside the outrun to enable/disable the ground speed cap so the speed boost doesn\'t get neuterd hard