March 2013
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Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set.
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geom.lua: fix copy-paste bugs and clean up code. Remove __eq metamethod.
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allow indexing some weapon/inventory arrays with their names.
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Lunatic translator: warn if setting reserved bits in some system gamevar redef.
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g_tile access, rudimentary system gamearray support for the translator.
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The only operation for which proper code is generated is reading a single value from a system gamearray.
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Lunatic t.: option for generating code caching sprite/actor/player structs...
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...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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spritesof{stat,sect} iterators that allow deletion inside the loop.
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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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correct SFLAG_* and actor_t definitions.
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replace some allocations by static data, some translator fixes.
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Fix 'setsprite' and 'music'. A good timing test for actors performance is the starfield of WGR2's E1L1 ("Nexus").
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also save min, max actor times; fix release build.
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Lunatic translator: handle LOGO_FLAGS.
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This is the only gamevar of its kind that is handled for Lunatic, neither PLR_MORALE nor LOGO_FLAGS are.
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Plug up alpha leaks in Polymost textures/rotatesprite.
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Fix osxbuild.sh and wiibuild.bat after r3551.
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Connect spriteext.alpha to models and voxels in Polymost.
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This code is neat, tidy, organized, and sensical!
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Finish the job started by r3546-3551 by deleting empty directories from an SVN client.
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Directory cleanup. Move the "Apple", "Windows", and "Wii" directories to a new "platform" dir, move the contents of "psd" to "rsrc/source", move eobj* and obj* directories so that they're under the "source" dir.
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Remove the old MakeDistributions makefile. This was used to package the old manually released source archives we had years ago.
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Remove unused eduke32.vcxproj.user file, presumably used by VS2010 and up to store machine-dependent preferences
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Remove unused rsrc/orange_icon.ico
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Remove the old NSIS script used to generate the installers we had, what, 5 years ago? If we ever need it again we can just pull it from one of the old revisions stored in the repo.
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Remove old unused changelog files
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Make stopping of all sounds after completion of LOGO.ANM conditional on the newly introduced (LOGO_FLAGS & LOGO_STOPANIMSOUNDS). Modifies r3217.
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Patch up some broken hardcoded behavior with regard to the Sentry versions of the bosses (minibosses), as suggested by Fox.
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This should have no adverse effects or side-effects. The changes only apply if a modder chose to use completely broken functionality in the first place.
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Connect spriteext.alpha to Polymost.
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Ugh, global variable hacks. Excuse me while I wash my hands.
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Fix starttrack crashing when a "null music" is selected.
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Introduced with the refactoring in r3490.
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make con.ai accept literal action/move, check for calling from top.
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Also, fix con._setgamepalette.
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Lunatic translator standalone: option specifying a directory for gen'd code.
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The option is -fgendir=<directory>.
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Lunatic translator standalone: allow specifying list files.
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All non-option positional arguments after an @ sign are taken as list files: hashes at the beginning of a line denote comments, truly empty lines are ignored, all other lines should contain one root CON file name.
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spriteclip.txt: refer to _clipshape0.map instead of _clipshape_.map.
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Lunatic translator: fix some codegen and some commands.
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Fix accessing gamearrays on 64-bit archs.
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From the PM conversation "gamearrays in 64-bit". A test case is the breaking glass at the beginning of the DukePlus map.
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Lunatic translator: in error tracebacks, show line numbers of the source file.
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Instead of those of the translated code. Also some codegen tweaks and fixes.
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Lunatic translator: dangling else for the 1000th time: not dangling any more.
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Also update test/dangling_else.con. See there for how if* cascades are handled in CON. It's actually kind of pretty. Also, take care to handle code deferred to after the if/if-else properly (ifpdistl, ifpdistg, ifcanseetartet).
February 2013
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Lunatic t.: {read,save}gamevar, fix break in nested while, fix rotatesprite16.
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build.c: initialize g_doHardcodedMovement to 1.
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Fixing movement when not loading a.m32.
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attach const qualifiers to appropriate function input arguments.
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fixups and debugging helpers.
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- add LuaJIT's 'v' module printing trace info - translator: fix game function name definitions - revert math.fmod -> math.modf, they are different! - disable JIT compilation for a function we're getting strange crashes with - Make some of DukePlayer_t's members 'bool' on the Lua side. It's way too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0" was meant. [Background: Kyle873 observed that Duke was always floating.] - Error out if looping in our_module(). I find this behavior more logical than returning true. - fix a couple of missed FORBID variables
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Lunatic translator: fix codegen for "break" inside while loops.
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Note: usually, languages call this "continue". Jeez, CON...
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initialize test Lua state earlier so that 'setdefname' has an effect.
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Remove some duplicate or unused control layer defines.
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Notes: - MAXJOYBUTTONS is out of sync between the two definitions - In menus.c, NUMMOUSEFUNCTIONS must equal MAXMOUSEBUTTONS, fail to compile if this becomes false.
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Lunatic translator: handle RETURN across events.
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engine.c: in setpolymost2dview(), set gloy=-1 unconditionally.
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This fixes an update issue: start EDuke32 without warping to a map in Polymost, change to classic, and change to Polymost again. The OSD background will be displaced.
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sector[]:zrangeat(), 'getzrange' command for the translator.
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Also, fix quote commands there.
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Lunatic translator: codegen fixes, setgamepalette, -fno=onlycheck option.
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CON parser: don't allow read-only gamevars to 'readgamevar' command.
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Lunatic Makefile.deps: make game.c depend on defs.ilua.
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Since the size of defs.ilua's bytecode is used in game.c.
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export C functions that may call into CON events using the Lua C API.
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We must not call these functions using the FFI, since the Lua state is considered locked across such calls.
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begin fixing up the code because it's now actually live!
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Lunatic translator: keep states, game{vars, arrays} in tables instead of locals.
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Since it's too easy to hit the 200 locals limit.
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compile defs.ilua as bytecode and load it from the executable.