EDuke32 Changelog Unofficial archive

Build 3566

15 March 2013 · 8 commits by 1 author · SVN

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Original log file · 20130315-3566.txt
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r3566 | helixhorned | 2013-03-15 09:56:29 -0700 (Fri, 15 Mar 2013) | 1 line

Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set.
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r3565 | helixhorned | 2013-03-15 09:56:24 -0700 (Fri, 15 Mar 2013) | 1 line

geom.lua: fix copy-paste bugs and clean up code. Remove __eq metamethod.
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r3564 | helixhorned | 2013-03-15 09:56:19 -0700 (Fri, 15 Mar 2013) | 1 line

Lunatic: allow indexing some weapon/inventory arrays with their names.
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r3563 | helixhorned | 2013-03-15 09:56:15 -0700 (Fri, 15 Mar 2013) | 1 line

Lunatic translator: warn if setting reserved bits in some system gamevar redef.
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r3562 | helixhorned | 2013-03-15 09:56:11 -0700 (Fri, 15 Mar 2013) | 4 lines

Lunatic: g_tile access, rudimentary system gamearray support for the translator.

The only operation for which proper code is generated is reading a single value
from a system gamearray.
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r3561 | helixhorned | 2013-03-15 09:56:07 -0700 (Fri, 15 Mar 2013) | 4 lines

Lunatic t.: option for generating code caching sprite/actor/player structs...

...at the beginning of each function called back from C, and each case/default
function. Called -fcache-sap. Disabled by default.
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r3560 | helixhorned | 2013-03-15 09:56:03 -0700 (Fri, 15 Mar 2013) | 6 lines

Lunatic: spritesof{stat,sect} iterators that allow deletion inside the loop.

Also,
 - an optimization for sprite[]:setpos(). Calls to get_sprite_index()
   seem to be pretty slow (at least when they're not compiled).
 - add getzrange to the dynsymlists
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r3559 | helixhorned | 2013-03-15 09:55:59 -0700 (Fri, 15 Mar 2013) | 1 line

Lunatic: correct SFLAG_* and actor_t definitions.
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Lunatic CON

g_tile access, rudimentary system gamearray support for the translator.

Philipp Kutin (Helixhorned) 15 Mar 2013, 09:56 UTC−7 r3562

The only operation for which proper code is generated is reading a single value from a system gamearray.

Engine

Lunatic t.: option for generating code caching sprite/actor/player structs...

Philipp Kutin (Helixhorned) 15 Mar 2013, 09:56 UTC−7 r3561

...at the beginning of each function called back from C, and each case/default function. Called -fcache-sap. Disabled by default.

Lunatic Engine

spritesof{stat,sect} iterators that allow deletion inside the loop.

Philipp Kutin (Helixhorned) 15 Mar 2013, 09:56 UTC−7 r3560

Also, - an optimization for sprite[]:setpos(). Calls to get_sprite_index() seem to be pretty slow (at least when they're not compiled). - add getzrange to the dynsymlists