
After a bit of surprise that I made an extended GL spec (since V3 was a bit short of what was required for today's level sizes), he agreed to adopt my spec. The only thing that got added back in for GL nodes were the partner segs. I removed those in V4 since nobody was using them, however, ZDOOMGL just started using them, so V5 is basically V4 + partner segs.
In addition, we added some more optional info to the specs that allows a port to check that the nodes for a level match the level. IOW, that a user didn't change the level and forgot to build nodes. This is a fairly common problem - although my main idea was that selective node builds could be done on PWADs with multiple levels (vs all the levels).
So although we argued back and forth, nobody got pissed off nor resorted to personal attacks. We thought about what the other person was saying and combined our ideas and got something better. That's how it should be done
