Revision r3260
👤 helixhorned
📅 2012-12-09 05:24:44 -0800 (Sun, 09 Dec 2012)
Experimental NETCODE Makefile variable, enabled by default.
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
Revision r3259
👤 helixhorned
📅 2012-12-09 05:24:39 -0800 (Sun, 09 Dec 2012)
Lunatic: drowning in code.
Revision r3258
👤 helixhorned
📅 2012-12-09 05:24:36 -0800 (Sun, 09 Dec 2012)
Make EventNames[] an array of (const char *) instead of const tokenlist.
Revision r3257
👤 helixhorned
📅 2012-12-09 05:24:32 -0800 (Sun, 09 Dec 2012)
Initialize BADGUY sprite flags for hardcoded enemies.
... instead of switch/case-ing them in A_CheckEnemyTile().
Because this requires bumping BYTEVERSION, we also get rid of the
excess trailing bytes in the save game's "rest" data. (See r3052.)
Revision r3256
👤 helixhorned
📅 2012-12-09 05:24:28 -0800 (Sun, 09 Dec 2012)
Lunatic: gasping for some air.
That is, fix some oversights introduced in the preceding runs.
listglobals.sh is a helper to find global accesses.
Translator: add "number-conversion" warning option, max. error limit.
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Raw Content
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r3261 | helixhorned | 2012-12-09 05:24:46 -0800 (Sun, 09 Dec 2012) | 3 lines
Rearrange {net,}actor_t for 4-byte alignment of int32_t members.
Bump BYTEVERSION.
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r3260 | helixhorned | 2012-12-09 05:24:44 -0800 (Sun, 09 Dec 2012) | 6 lines
Experimental NETCODE Makefile variable, enabled by default.
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
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r3259 | helixhorned | 2012-12-09 05:24:39 -0800 (Sun, 09 Dec 2012) | 1 line
Lunatic: drowning in code.
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r3258 | helixhorned | 2012-12-09 05:24:36 -0800 (Sun, 09 Dec 2012) | 1 line
Make EventNames[] an array of (const char *) instead of const tokenlist.
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r3257 | helixhorned | 2012-12-09 05:24:32 -0800 (Sun, 09 Dec 2012) | 5 lines
Initialize BADGUY sprite flags for hardcoded enemies.
... instead of switch/case-ing them in A_CheckEnemyTile().
Because this requires bumping BYTEVERSION, we also get rid of the
excess trailing bytes in the save game's "rest" data. (See r3052.)
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r3256 | helixhorned | 2012-12-09 05:24:28 -0800 (Sun, 09 Dec 2012) | 5 lines
Lunatic: gasping for some air.
That is, fix some oversights introduced in the preceding runs.
listglobals.sh is a helper to find global accesses.
Translator: add "number-conversion" warning option, max. error limit.
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