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5069 2397d 22h terminx /polymer/eduke32/source/gamevars.c Further gamevar changes/optimizations. This also fixes a bug Fox reported with the "shortcut" access to structure members that's tacked on to GetVar, where if the value of the index you're trying to access happened to equal the ID of the current sprite, it would act as if the variable passed was THISACTOR.  
4941 2455d 11h hendricks266 /polymer/eduke32/source/gamevars.c Fix "rv may be used uninitialized".  
4937 2461d 23h helixhorned /polymer/eduke32/source/gamevars.c Lunatic: fix build and linking. DONT_BUILD.

- t{sector,wall}type are simply typedef'd to the non-t versions
- make FORCE_INLINE unconditional of DISABLE_INLINING (otherwise there are
multiple definitions of these functions)
- update lunatic/doc/lpeg-lunatic.patch to apply against the LPeg 0.12 I just
4902 2469d 18h terminx /polymer/eduke32/source/gamevars.c Questionable CON changes and optimizations. <3  
4895 2469d 18h terminx /polymer/eduke32/source/gamevars.c Clean up/refactor a few gamevar related functions based on building as C++/C99 and some interesting articles I read about how GCC and Clang optimize switches. Worth a few FPS here.  
4839 2485d 5h helixhorned /polymer/eduke32/source/gamevars.c In C-CON build, prevent leak of gamevar/gamearray labels on savegame loading.

Also, rewrite the loops in Gv_Free() and Gv_Clear() in the plain fashion so
that they are correct even if the number of gamearrays exceeds the number of
4793 2506d 3h helixhorned /polymer/eduke32/source/gamevars.c gamevars.c: don't leak memory in Gv_NewArray(). DONT_BUILD.  
4747 2519d 10h terminx /polymer/eduke32/source/gamevars.c Part 1 of attempting to adhere to C standard section 7.1.3. It turns out it's illegal to use identifiers that begin with _ or have __ anywhere in them. DONT_BUILD.  
4735 2534d 1h helixhorned /polymer/eduke32/source/gamevars.c C-CON: fix 'readgamearray' and 'resizearray' on Windows.

We must not use Xrealloc(), since gamearrays are now allocated with
NOTE: I did not check all potential problematic cases, only those to get
LNGA3 up and running.
4710 2542d 1h helixhorned /polymer/eduke32/source/gamevars.c Lunatic: fix building and startup up to tilesizx[] failure. DONT_BUILD.

- Needed to rip out enum GameEvent_t into own header file to prevent what
would be a circular #include otherwise
- Added some forgotten #ifdef LUNATIC
- updated structure and function declarations on the Lua FFI side
4707 2543d 6h terminx /polymer/eduke32/source/gamevars.c Alter weapon switching to cycle through GROW_WEAPON when using next/previous weapon keys. DONT_BUILD.  
4698 2543d 6h terminx /polymer/eduke32/source/gamevars.c Aligned gamevar/gamearray allocation  
4680 2547d 19h terminx /polymer/eduke32/source/gamevars.c Another 5000 lines of pain and tears. DONT_BUILD.  
4633 2572d 19h terminx /polymer/eduke32/source/gamevars.c I thought I was clever, MinGW thought I should eat shit.  
4631 2572d 19h terminx /polymer/eduke32/source/gamevars.c Gamevar cleanup: drop "register" qualifiers, shuffle a few things around.  
4623 2572d 19h terminx /polymer/eduke32/source/gamevars.c More Polymost cleanup, also consolidate tilesizx and tilesizy into a single tilesiz vec2_t to ensure both x and y are always in the same cache line. I may add a new vec2_16t later. Still need to take care of emulating the old flat array for the sake of CON access.  
4541 2644d 14h hendricks266 /polymer/eduke32/source/gamevars.c Replace the funkily-formatted GNU.TXT with the FSF's official gpl-2.0.txt. Also, update the FSF's address in all source files that contain it.

4536 2658d 23h terminx /polymer/eduke32/source/gamevars.c WIP OSD refactor, committing now before it stops applying cleanly to current svn. This shouldn't break anything in an obvious or major way.  
4502 2681d 14h hendricks266 /polymer/eduke32/source/gamevars.c Wrap most calls to exit() with a macro that will print the exit status, file name, line number, and function name to the log when using a debug build.  
4496 2694d 10h hendricks266 /polymer/eduke32/source/gamevars.c Ball-busting new menus. Still WIP.

Mouse/touch/pointer support is yet to come. #SOON.

Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.

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