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2019.08.09.Log1639.txt

📄SVN 📅2019-08-09 💾2,0 KB 6 Parsed entries BUILD

Revision r7936

Remove lockclock from mapstates

Revision r7935

Improve frame limiter logic

Revision r7934

Run savegame events as myconnectindex instead of screenpeek

This doesn't really matter right now, but it's wrong.

Revision r7933

Happier try_facespr_intersect()

I'm prejudiced against 30-line functions with statements nested 5 levels deep.

Revision r7932

Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.

Revision r7931

Add ifdef guard
Raw Content
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r7937 | terminx | 2019-08-09 02:28:42 -0700 (Fri, 09 Aug 2019) | 1 line

M-M-M-MUTEX MADNESS
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r7936 | terminx | 2019-08-09 02:28:38 -0700 (Fri, 09 Aug 2019) | 1 line

Remove lockclock from mapstates
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r7935 | terminx | 2019-08-09 02:28:34 -0700 (Fri, 09 Aug 2019) | 1 line

Improve frame limiter logic
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r7934 | terminx | 2019-08-09 02:28:30 -0700 (Fri, 09 Aug 2019) | 3 lines

Run savegame events as myconnectindex instead of screenpeek

This doesn't really matter right now, but it's wrong.
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r7933 | terminx | 2019-08-09 02:28:27 -0700 (Fri, 09 Aug 2019) | 3 lines

Happier try_facespr_intersect()

I'm prejudiced against 30-line functions with statements nested 5 levels deep.
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r7932 | terminx | 2019-08-09 02:28:22 -0700 (Fri, 09 Aug 2019) | 3 lines

Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.
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r7931 | terminx | 2019-08-09 02:28:18 -0700 (Fri, 09 Aug 2019) | 1 line

Add ifdef guard
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.