Original log file · 20120318-2502.txt
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r2502 | helixhorned | 2012-03-18 16:18:32 -0700 (Sun, 18 Mar 2012) | 9 lines
Clear up after r2495. (Because I'm a pedantic asshole.)
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
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r2501 | helixhorned | 2012-03-18 16:18:12 -0700 (Sun, 18 Mar 2012) | 3 lines
Assorted trivia.
Make some computer Duke opponent variables in player.c static.
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r2500 | helixhorned | 2012-03-18 16:17:51 -0700 (Sun, 18 Mar 2012) | 1 line
Input validation: guard makepalookup 'pal', 2dcol 'col'. Add one const.
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r2499 | helixhorned | 2012-03-18 16:17:32 -0700 (Sun, 18 Mar 2012) | 4 lines
Use vlineasm4 for the upright-oriented rotatesprite in C-replacements build.
Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
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r2498 | helixhorned | 2012-03-18 16:17:17 -0700 (Sun, 18 Mar 2012) | 4 lines
Port tvlineasm2 to C and enable transmaskvline2 code also for all-C builds.
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
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r2497 | helixhorned | 2012-03-18 16:16:57 -0700 (Sun, 18 Mar 2012) | 5 lines
Port [m]vlineasm4 to C replacements and enable for solid and masked walls.
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
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r2496 | helixhorned | 2012-03-18 16:16:37 -0700 (Sun, 18 Mar 2012) | 1 line
Mapster32 tag-label system: don't consider 'switch' walls with an upwall as linking.
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FixEngine
Clear up after r2495. (Because I'm a pedantic asshole.)
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
Assorted trivia.
Make some computer Duke opponent variables in player.c static.
Input validation: guard makepalookup 'pal', 2dcol 'col'. Add one const.
Use vlineasm4 for the upright-oriented rotatesprite in C-replacements build.
Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
Engine
Port tvlineasm2 to C and enable transmaskvline2 code also for all-C builds.
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
Engine
Port [m]vlineasm4 to C replacements and enable for solid and masked walls.
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
Engine
Mapster32 tag-label system: don't consider 'switch' walls with an upwall as linking.