June 2019
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Convert loops using unsigned integers as iterators to use regular signed ints instead
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https://kristerw.blogspot.com/2016/02/how-undefined-signed-overflow-enables.html Doing this as cleanly as possible involved demoting several function parameters concerning object sizes and counts from size_t to int--I'm fine with this change as the functions in question are not actually capable of handling input with sizes larger than what can be stored in a signed 32-bit integer, making the use of size_t here misleading at best.
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Move call to S_Update() to after G_MoveLoop()
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Enable a couple of additional useful -W flags for newer versions of GCC
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Better stupid names for stupid macros in stupid function
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Sanitize A_GetFurthestAngle() return value
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Patch from Fox to access the player's subweapon member as a bitfield
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"Add 'bsubweapon' player structure. Same as 'subweapon', except that it writes a bit for each weapon. For example, 'ife player[].bsubweapon GROW_WEAPON 1' has the same result as 'ifand player[].subweapon 2048'."
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Fix actor z position update bug
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EDUKE32_STANDALONE stuff
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Add GAMEVAR_RAWQ16PTR, functioning the same as GAMEVAR_INT32PTR
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Make CLIPMASK0 and CLIPMASK1 regular defined tokens instead of read-only gamevars
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I don't remember if there was any particular reason they were added as gamevars in the first place.
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Minor optimization to avoid read-after-write in Gv_DivVar()
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Promote `display_mirror` from char to int32_t and remove GAMEVAR_UINT8PTR handling since nothing else was using it
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Tweak EDUKE32_PRE_XALLOC thing used when DEBUGGINGAIDS is defined
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Add EDUKE32_PREDICT_TRUE to our *alloc macros and flip the condition around so the true branch is first
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Add preprocessor check for __OPTIMIZE__ to EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE
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CON VM maintenance
May 2019
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CON_USE_COMPUTED_GOTO eval macro micro-optimization
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This is almost as fast as ditching the bounds check here entirely.
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Neat Polymost y-shearing patch from Nuke.YKT
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Fix old issue with VM_CONDITIONAL macro
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Rename Gv_GetArrayCountFromFile() to Gv_GetArrayCountForAllocSize()
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Rename Gv_SetVarX() to Gv_SetVar() (overloaded)
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Rename Gv_GetVarX() to Gv_GetVar() (overloaded)
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Fix a bunch of boolean cvars that weren't flagged as CVAR_BOOL, preventing them from working with the "toggle" console command
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Polymost shade table interpolation patch from Nuke.YKT
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Fix buffer overflow in polymost_drawrooms
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const correctness that I didn't have another commit to squash into
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Rename "loopcnt" to "vm_execution_depth" and CON_DIRECT_THREADING_DISPATCH to CON_USE_COMPUTED_GOTO
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Also removes a redundant "break" statement in builds not using CON_USE_COMPUTED_GOTO.
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Simplify the beginning of VM_Execute()
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This also moves the loop control stuff into #ifndef CON_DIRECT_THREADING_DISPATCH blocks, since we don't actually need a loop anymore when using the computed goto stuff.
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Minor changes similar to the VM_Execute() maintenance commit
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No user-facing changes.
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Fix a potentially funny bug in the CON parser
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I don't think anyone actually ran into this.
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Organize Polymost cvars a little bit
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This intentionally adds CVAR_NOSAVE to r_npotwallmode so that the recently added mode 2 can be more thoroughly tested by users with existing configuration files.
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VS project file updates
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Simplify CON_FINDNEARACTOR family of functions and restore the original behavior of returning the nearest sprite instead of any sprite that satisfies the condition
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Fix errant "continue" found remaining in the CON_FINDNEARACTOR family of functions
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Replace a handful of accesses to sprite[vm.spriteNum] with accesses to vm.pSprite
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It looks like these were simply missed when vm.pSprite was initially added.
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Add VM_ASSERT() macro for handling VM error conditions
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This is for errors that simply check a condition (surrounded with EDUKE32_PREDICT_FALSE) and bail out with CON_ERRPRINTF() and abort_after_error(). Not everything that fits this description has been transitioned to use the new macro yet.
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Tweak inlined VM_OnEvent() internals, biggest change being the removal of two instances of EDUKE32_PREDICT_FALSE
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Use function overloading to clean up some of the CON event execution function names
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Optimize A_Execute() control flow
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Better VM_DummySprite()
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Clean up Lunatic stuff in VM_AlterAng()/VM_Move()/VM_UpdateAnim()/A_Execute()
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Add EDUKE32_PREDICT_FALSE to EVENT_ANIMATESPRITES check in G_SaveMapState() and G_RestoreMapState()
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Minor VM_Execute() maintenance
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Temporary voxel VBO fix
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Templatize bfirst_search_init() and bfirst_search_try() so they can be used with types other than int16_t
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This is more efficient
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This commit brought to you by 4/20.
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engine.cpp: fix sprite sorting/adjustment issue introduced in r7612 that caused sprites with the same y value at the end of the sorted array to not be adjusted properly
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polymost.cpp: Fix issue where state would not be reset properly in polymost_drawmaskwall() when rendering translucent maskwalls with no texture
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polymost.cpp: fix polymost_dorotatesprite() alpha test/blend issue introduced in r7619
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polymost.cpp: fix issue where floors & ceilings with DAMETH_MASKPROPS were not being blended