November 2012
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build.lua: provide simplistic "readdefs()", use in foreachmap.lua.
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So that symbolic tile names can be used when searching maps.
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Remove many redundant (int16_t) casts and one now incorrect one.
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The redundant ones are in code like this: s->cstat = (int16_t)32768; Because the value is eventually converted to the type of "s->cstat", any casts to integral types having at least as many bits are no-ops, signedness being irrelevant due to (probably any two's complement arch targeting compiler's) bit-pattern preserving semantics of these conversions. The now incorrect one is: if (lotag == (int16_t) 65535), "int32_t lotag" being read from a wall or sprite struct directly earlier. Now, with these members being unsigned, and (int16_t)65535 equalling -1, the check always fails. The correction fixes normal switches having such a lotag ending the level immediately. In short: integer casts before assignments are unnecessary, those in reads highly relevant!
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Correct arithmetic comparisons of lo/hitags in actors.c.
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Rewriting them in the obvious way, i.e. by casting the expression to int16_t first. (That is, this commit is the reverse of r3174, but with casts applied.) This fixes at least one regression: a FIREEXT with a hitag of 0 should not be linked with same- (that is, zero-) tagged SEENINEs or OOZFILTERs. Mind the corner cases!
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Fix bound keys' commands being truncated in settings.cfg, control* cleanup.
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- provide functions instead of messing with CONTROL_*Binds directly - comment out a few more unused functions - make clear what memory (alloc'd or const char *) 'keybind' members use - for keys with no name, use "<?>"
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Fix a keyboard scancode oversight I introduced with my changes last night, apparently caused crashes
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Engine cleanup: factor out code getting bounds of sprites.
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Clean up base engine functions: tighten scope of locals declarations.
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Clean up engine code by factoring repeated 3-liners into spriteheightofs().
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This function also changed: it doesn't handle floor-aligned sprites now, and the z offset is returned instead of set by pointer.
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A couple of meaning-preserving rewrites of picanm[]-touching code.
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fix cycling picnum in 3D mode.
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Using non-keypad [-]/[+] or LMB + mousewheel, it was broken when a void tile was in between.
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Clean up picanm[] by making its elements values of struct type picanm_t.
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The size of that struct is currently 4, and its layout almost the same as what is read in with loadpics(). The number of tiles in an animation is bumped to 256, so that the max. tile difference in DEF's animtilerange is 255. (There's no way to have such animations from ART.)
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update BUILD types with signed->unsigned changes of *stat.
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Further minor MACT cleanups
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Replace a few one line MACT mouse functions with macros that do the same thing
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Remove useless CONTROL_UserInputCleared. It was useless in the literal sense, e.g not actually used anywhere. :p
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Change key bindings to use dynamic allocation and remove the previous limit of 128 characters per key bind
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Minor cleanups in MACT control.c
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Rename a few variables we've added to MACT over the years to be more consistent with the rest of its naming conventions
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Remove the xdelta3 files from the VS2010 project, too
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Remove xdelta3 since it doesn't fit in with our current networking plans anymore
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Add "ulotag" and "uhitag" to get/setactor/wall/sector, which exposes the tags unsigned, without the typecast to int16_t. This might be useful to someone.
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Remove our old eduke32.vcproj as it hasn't been updated since whenever I switched to VS2010
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Make GCC *printf_nowarn behavior conditional on compiling as C++
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make lotag/hitag getters return signed values, as per agreement on IRC.
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This means that the internal change done to these sprite members in r3159 is hidden from CON for backward-compatibility purposes. Note that .cstat and .{ceiling,floor}stat aren't touched, and will return unsigned values to CON.
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Probably fix the zoom crash encountered with Mapster32 and CBP8.
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Minor loadpics() cleanups, don't expose filegrp[] from cache1d.c.
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picanm[]-cleanup pt1: hide code using animateoffs() behind macro DO_TILE_ANIM.
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foreachmap.lua: add possibility of running code per s/w/s match with ':' shortcut
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Also, add a missing "pragma pack(pop)" to build.lua.
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Add nedmalloc.h to the VS2010 project files
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Fix clipboard tile display in 3D mode.
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demo.c: time G_DoMoveThings() using a double instead of an int32_t.
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I think this may fix some negative "non-profiled overhead" that I have been seeing.
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Bump BYTEVERSION.
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Address crash when model skins have invalid file names. Affected surfaces will not be drawn, but FPS will plummet as mdloadskin() is called repeatedly. A more optimal solution would either flag the surface as invalid (so the renderers skip it) or reject the entire model when defs are loaded.
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Tools updates:
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- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.) - Construct "make utils" for the game side following the pattern of the engine. - Move ivfrate to this new distinction. - Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.