EDuke32 Changelog Unofficial archive

Build 2484

14 March 2012 · 8 commits by 1 author · SVN

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Original log file · 20120314-2484.txt
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r2484 | helixhorned | 2012-03-14 15:32:04 -0700 (Wed, 14 Mar 2012) | 4 lines

Make 'Numsprites' also accessible from CON (read-only) under the same name.

Note the capitalization. I hope that this makes clashes with user variable
names less likely.
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r2483 | helixhorned | 2012-03-14 15:31:49 -0700 (Wed, 14 Mar 2012) | 1 line

Save 'Numsprites' into savegames and mapstates.  Bump savegame minor version.
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r2482 | helixhorned | 2012-03-14 15:31:32 -0700 (Wed, 14 Mar 2012) | 3 lines

Fix (still not enabled) undo/redo code compilation.

Also include one comment about a currently failing assertion there.
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r2481 | helixhorned | 2012-03-14 15:31:19 -0700 (Wed, 14 Mar 2012) | 1 line

Include <assert.h> in compat.h.
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r2480 | helixhorned | 2012-03-14 15:30:57 -0700 (Wed, 14 Mar 2012) | 6 lines

When loading map w/ oob sectnum sprites, make them have sect. 0 if updatesector fails.

Previously, if the sprite turned really out to be in void space, either freelist
inconsistency (before the list rewrite) or oob access (now) would happen.
Also add an bound-checking assert() for insertsprite's sectnum argument (it's not
a bound check!)
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r2479 | helixhorned | 2012-03-14 15:30:42 -0700 (Wed, 14 Mar 2012) | 1 line

Mapster32: fix faulty limit check in duplicate_selected_sprites().
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r2478 | helixhorned | 2012-03-14 15:30:24 -0700 (Wed, 14 Mar 2012) | 6 lines

Continuously keep track of the number of sprites in the world.

New engine variable 'int32_t Numsprites', not yet saved into savegames
or mapstates. (The capitalization is to distinguish it from the often-used
'numsprites' locals or structure member names.
In the editor, get rid of updatenumsprites().
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r2477 | helixhorned | 2012-03-14 15:29:45 -0700 (Wed, 14 Mar 2012) | 8 lines

Remove redundant sprite freelist.

Previously, the lists starting at headspritestat[MAXSTATUS] and
headspritesect[MAXSECTORS] were both used as sprite freelists and were always
in complete synchrony.  Now, make only the statnum list keep the free sprites.
This way, it has no CON compatibility implications because
headspritesect[MAXSECTORS] is inaccessible there.  Leave the array at its
original size for now.
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CON

Make 'Numsprites' also accessible from CON (read-only) under the same name.

Philipp Kutin (Helixhorned) 14 Mar 2012, 15:32 UTC−7 r2484

Note the capitalization. I hope that this makes clashes with user variable names less likely.

Fix

Fix (still not enabled) undo/redo code compilation.

Philipp Kutin (Helixhorned) 14 Mar 2012, 15:31 UTC−7 r2482

Also include one comment about a currently failing assertion there.

Engine

When loading map w/ oob sectnum sprites, make them have sect. 0 if updatesector fails.

Philipp Kutin (Helixhorned) 14 Mar 2012, 15:30 UTC−7 r2480

Previously, if the sprite turned really out to be in void space, either freelist inconsistency (before the list rewrite) or oob access (now) would happen. Also add an bound-checking assert() for insertsprite's sectnum argument (it's not a bound check!)

Engine

Continuously keep track of the number of sprites in the world.

Philipp Kutin (Helixhorned) 14 Mar 2012, 15:30 UTC−7 r2478

New engine variable 'int32_t Numsprites', not yet saved into savegames or mapstates. (The capitalization is to distinguish it from the often-used 'numsprites' locals or structure member names. In the editor, get rid of updatenumsprites().

EngineCON

Remove redundant sprite freelist.

Philipp Kutin (Helixhorned) 14 Mar 2012, 15:29 UTC−7 r2477

Previously, the lists starting at headspritestat[MAXSTATUS] and headspritesect[MAXSECTORS] were both used as sprite freelists and were always in complete synchrony. Now, make only the statnum list keep the free sprites. This way, it has no CON compatibility implications because headspritesect[MAXSECTORS] is inaccessible there. Leave the array at its original size for now.